Digitising Boardgames: Issues and Tensions
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Escape Rooms for Learning
Abstracts of Papers Presented at the 12th International Conference on Game Based Learning ECGBL 2019 Hosted By University of Southern Denmark Odense, Denmark 3-4 October 2019 Copyright The Authors, 2019. All Rights Reserved. No reproduction, copy or transmission may be made without written permission from the individual authors. Review Process Papers submitted to this conference have been double-blind peer reviewed before final acceptance to the conference. Initially, abstracts were reviewed for relevance and accessibility and successful authors were invited to submit full papers. Many thanks to the reviewers who helped ensure the quality of all the submissions. Ethics and Publication Malpractice Policy ACPIL adheres to a strict ethics and publication malpractice policy for all publications – details of which can be found here: http://www.academic-conferences.org/policies/ethics-policy-for-publishing-in-the- conference-proceedings-of-academic-conferences-and-publishing-international-limited/ Conference Proceedings The Conference Proceedings is a book published with an ISBN and ISSN. The proceedings have been submitted to a number of accreditation, citation and indexing bodies including Thomson ISI Web of Science and Elsevier Scopus. Author affiliation details in these proceedings have been reproduced as supplied by the authors themselves. The Electronic version of the Conference Proceedings is available to download from DROPBOX https://tinyurl.com/ECGBL19 Select Download and then Direct Download to access the Pdf file. Free download is -
Flexible Games by Which I Mean Digital Game Systems That Can Accommodate Rule-Changing and Rule-Bending
Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2013 Reading Committee: David Hendry, Chair David McDonald Nicolas Ducheneaut Jennifer Turns Program Authorized to Offer Degree: Information School ©Copyright 2013 Gifford Cheung 2 University of Washington Abstract Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung Chair of the Supervisory Committee: Associate Professor David Hendry Information School In this dissertation, I explore the idea of designing “flexible game systems”. A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first strategy is “robustness”. When players want to change the rules of a game, a robust system is able to resist extreme breakdowns that the new rule would provoke. The second is “versatility”. A versatile system can accommodate multiple use-scenarios and can support them very well. To investigate these concepts, first, I engage in reflective design inquiry through the design and implementation of Card Board, a highly flexible digital card game system. Second, via a user study of Card Board, I analyze how players negotiate the rules of play, take ownership of the game experience, and communicate in the course of play. Through a thematic and grounded qualitative analysis, I derive rich descriptions of negotiation, play, and communication. I offer contributions that include criteria for flexibility with sub-principles of robustness and versatility, design recommendations for flexible systems, 3 novel dimensions of design for gameplay and communications, and rich description of game play and rule-negotiation over flexible systems. -
GAME AUCTION! Here Be Books & Games
Game Auction FAQ 5 Activities to Distract Kids Take 5 & Take a Number - Everything you need to know on a Rainy Day Great Games from Germany FREE Open Gaming & Learn to Play Sci Fi & Fantasy Book Club Meeting Board Game Auction FAQ What can I buy with Store Credit? to accommodate you, but we do not guarantee we’ll be Who would become King of the Hill? Save Hogwarts Here;s a run-down of how each game plays, as well as Take 5 plays fast and is deceptively simple. While it may your # Card to form your Bull Pile. e lower • You may not place a card between two cards in a about buying or selling games at April showers bring May flowers Two classic games from Germany, some variant rules that can add more replayability and ...with Excel & We’re hosting our fth Game Auction You can use Store Credit to purchase in-stock merchan- able to do so. It would be better to make arrangements Or in this case, King of Tokyo? It’s a roll e evil forces of He Who initially seem very luck-based, on repeated plays you’ll numbered card you just played becomes the start row. You may only place cards at the beginning or the Game Auction. and bored and fidgety kids. Luck- now available together in the U.S. Events Saturdays in April! Friday, April 12, 6pm to 8pm strategy to your Take 5 games. WordPress Saturday, April 27 from 6pm to 11pm at dise, as well as, special orders and preorders. -
Digitising Boardgames: Issues and Tensions
Digitising Boardgames: Issues and Tensions Melissa J. Rogerson, Martin Gibbs, Wally Smith Microsoft Research Centre for Social Natural User Interfaces The University of Melbourne Parkville, Vic, 3010 +61 3 8344 1394, +61 3 8344 1494 [email protected] , [email protected] , [email protected] ABSTRACT In this paper, we discuss the different ways in which modern European boardgames (“Eurogames”) are converted for digital play. We review digitised versions of three popular tabletop boardgames: Puerto Rico, Agricola and Ascension. Using these examples, we demonstrate the tension between the interaction metaphor of the original analogue medium and the metaphor of a digital game. We describe the importance of housekeeping chores to gameplay and position them as a form of articulation work, which is typically hidden by digital implementations. Further, we demonstrate the types of information that are created through digital play and discuss how this influences game play of both digital and physical boardgames. Keywords Board games, interaction metaphor, articulation, theorycrafting, informating INTRODUCTION Boardgames, traditionally played in their physical format using boards, cards, dice, playing tokens and the like, are increasingly being translated to digital form for devices such as smartphones, computers, videogame systems and tablets. To date, little attention has been paid to how and the degree to which this digitisation affects or transforms the experience of play. There is growing tension between the desire for digitised boardgames to be true to the interaction metaphor (Sharp et al. 2007, 58-63) of the original medium and the desire to extend the game to explore the potential of the digital medium. -
Win.Spielen.At WIN - Spiele Magazin - Den Neuen Spielen Verpflichtet! Spiel `01 in Essen Wartet!
23. September 2001 * Nr. 297 ISSN 0257-361X aWIN 25. Jahrgang win.spielen.at WIN - Spiele Magazin - Den neuen Spielen verpflichtet! Spiel `01 in Essen wartet! SPIELEN IN ÖSTERREICH Deutscher Spiele Preis Vorschau auf Spiel `01 Auch die 4. Internationale Siedler von Bitte besuchen Sie 2001: Mit 1544 Einsendungen per Unsere Vorschau auf die Spiel‘ 01, die unser Portal Karten, Internet und Stimmbögen von Internationalen Spieltage mit Comic Catan-Meisterschaft wird in Essen aus- Spielern, Spielekreisen, Journalisten Action vom 18. bis 21. Oktober 2001 getragen, die Endrunde der 32 besten www.spielen.at und Händlern wurde der Deutsche Spieler wird Samstag am 20. Oktober Spiele Preis 2001 vom Friedhelm Die SPIEL mit ihrem wohl einmaligen ab 10.30 Uhr auf der Messebrücke Merz Verlag vergeben. Charakter findet heuer zum neunzehn- gespielt. ten Mal statt und wird wieder der 1. CARCASSONNE vom Hans im Höhepunkt im Spielejahr für ale sein, Wer sich kostenlos den GenCon in Mil- Glück Verlag ist Gewinner des Haupt- die am Spiel interessiert sind. waukee anschauen möchte, sollte an preises und Träger des Deutschen der SHADOWFIST European Champi- Spiele Preises 2001. Über 550 Aussteller aus 17 Nationen onship am Stand der Firma Z-Man Auf den weiteren Plätzen der Top-Ten- zeigen Games in Halle 6 teilnehmen, der Liste des Deutschen Spiele Preises Gesellschafts-, Familien-, Erwachse- Gewinner bekommt ein Flugticket zum 2001 folgen die Titel: nen- und Kinderspiele GenCon, freie Unterkunft in Milwaukee 2. MEDINA von Stefan Dorra (Hans im Strategie-, Post-, Abenteuer-, Fantasy- und freien Eintritt zum GenCon. Glück Verlag) und Science-Fictionspiele 3. DIE HÄNDLER VON GENUA von Bridge, Go, Shogi Auch Spieleautoren sind auf der Spiel Rüdiger Dorn (Alea/Ravensburger) Sammelkarten fast an allen Ständen zu finden, man 4. -
Designing Analog Learning Games: Genre Affordances, Limitations and Multi-Game Approaches
Rochester Institute of Technology RIT Scholar Works Articles Faculty & Staff Scholarship Summer 9-2020 Designing Analog Learning Games: Genre Affordances, Limitations and Multi-Game Approaches Owen Gottlieb Rochester Institute of Technology Ian Schreiber Rochester Institute of Technology Follow this and additional works at: https://scholarworks.rit.edu/article Part of the African History Commons, Ancient, Medieval, Renaissance and Baroque Art and Architecture Commons, Architectural History and Criticism Commons, Civil Law Commons, Cultural History Commons, Curriculum and Instruction Commons, Digital Humanities Commons, Educational Assessment, Evaluation, and Research Commons, Educational Methods Commons, Educational Technology Commons, Ethics in Religion Commons, Game Design Commons, History of Religion Commons, Instructional Media Design Commons, Interactive Arts Commons, Interdisciplinary Arts and Media Commons, Islamic World and Near East History Commons, Jewish Studies Commons, Jurisprudence Commons, Legal Commons, Legal History Commons, Legal Studies Commons, Medieval History Commons, Medieval Studies Commons, Religion Law Commons, Religious Education Commons, Scholarship of Teaching and Learning Commons, Teacher Education and Professional Development Commons, and the Torts Commons Recommended Citation Gottlieb, Owen and Schreiber, Ian. (2020). Designing Analog Learning Games: Genre Affordances, Limitations, and Multi-Game Approaches. In Douglas Brown and Esther MacCallum Stewart (editors), Rerolling Boardgames: Essays on Themes, Systems, Experiences, and Ideologies (pp. 195-211). McFarland & Company, Inc. This Book Chapter is brought to you for free and open access by the Faculty & Staff Scholarship at RIT Scholar Works. It has been accepted for inclusion in Articles by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Appears in: Gottlieb, Owen and Schreiber, Ian. (2020). Designing Analog Learning Games: Genre Affordances, Limitations, and Multi-Game Approaches. -
Major Developments in the Evolution of Tabletop Game Design
Major Developments in the Evolution of Tabletop Game Design Frederick Reiber Donald Bren School of Information and Computer Sciences University of California Irvine Irvine, USA [email protected] Abstract—Tabletop game design is very much an incremental these same concepts can and have been used in video game art. Designers build upon the ideas of previous games, often design. improving and combining already defined game mechanics. In Although some of these breakthroughs might be already this work, we look at a collection of the most impactful tabletop game designs, or games that have caused a significant shift in known by long time game designers, it is important to formally the tabletop game design space. This work seeks to record those document these developments. By doing so, we can not only shifts, and does so with the aid of empirical analysis. For each bridge the gap between experienced and novice game design- game, a brief description of the game’s history and mechanics ers, but we can also begin to facilitate scholarly discussion on is given, followed by a discussion on its impact within tabletop the evolution of games. Furthermore, this research is of interest game design. to those within the tabletop game industry as it provides Index Terms—Game Design, Mechanics, Impact. analysis on major developments in the field. It is also our belief that this work can be useful to academics, specifically I. INTRODUCTION those in the fields of game design, game analytics, and game There are many elements that go into creating a successful generation AI. tabletop game. -
Evaluating the Advantages of Physical and Digital Elements in Hybrid
EVALUATING THE ADVANTAGES OF PHYSICAL AND DIGITAL ELEMENTS IN HYBRID TABLETOP GAMES MASTER’S THESIS Submitted in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE HTW BERLIN – UNIVERSITY OF APPLIED SCIENCES INTERNATIONAL MEDIA AND COMPUTING Submitted by: Tobias Wehrum ([email protected]) First Supervisor: Prof. Dr.-Ing. Carsten Busch Second Supervisor: André Selmanagić Date and Place: September 23, 2014, Berlin Acknowledgements With this thesis I will complete my studies of International Media and Computing at the HTW Berlin. For that reason I want to express my gratitude to everyone who supported me during my studies in general and this thesis in particular. Firstly, I would like to thank Prof. Dr.-Ing. Carsten Busch for providing me with the opportunity to write this thesis, for his support and for the freedom I was granted while researching, designing and developing. I would also like to express my heartfelt gratitude for the support of André Selmanagić, whose supervision guided me during these months, whose feedback and corrections vastly improved every aspect of this thesis and who was always willing to listen to any issues I encountered. I am very grateful for all the participants of the testing sessions and for everyone who spent their time discussing concepts and ideas for this thesis, especially the Berlin game development community which provided a lot of interesting input and food for thought. Special thanks go to Marina Bahlke who proofread a large part of this thesis. Her feedback lead to the correction of many mistakes and unclear sentences. I am also thankful to Kurt Chapman, who provided some last-minute proofreading and corrections. -
Monte Carlo Methods for the Game Kingdomino
Monte Carlo Methods for the Game Kingdomino Magnus Gedda, Mikael Z. Lagerkvist, and Martin Butler Tomologic AB Stockholm, Sweden Email: fi[email protected] Abstract—Kingdomino is introduced as an interesting game for enhancements have been presented for MCTS, both general studying game playing: the game is multiplayer (4 independent and domain-dependent, increasing its performance even further players per game); it has a limited game depth (13 moves per for various games [14], [15], [16], [17], [18]. For shallow game player); and it has limited but not insignificant interaction among players. trees it is still unclear which Monte Carlo method performs Several strategies based on locally greedy players, Monte Carlo best since available recommendations only concern games Evaluation (MCE), and Monte Carlo Tree Search (MCTS) are with deep trees. presented with variants. We examine a variation of UCT called Kingdomino [19] is a new board game which won the progressive win bias and a playout policy (Player-greedy) focused prestigious Spiel des Jahres award 2017. Like many other on selecting good moves for the player. A thorough evaluation is done showing how the strategies perform and how to choose eurogames it has a high branching factor but differs from parameters given specific time constraints. The evaluation shows the general eurogame with its shallow game tree (only 13 that surprisingly MCE is stronger than MCTS for a game like rounds). It has frequent elements of nondeterminism and Kingdomino. differs from zero sum games in that the choices a player makes All experiments use a cloud-native design, with a game server generally have limited effect on its opponents. -
A Tactical Power Struggle for 2 to 5 Players, 10 Years and Up
A tactical power struggle for 2 to 5 players, 10 years and up It is approximately 2200 years ago. China is in the middle of a period of political Instability and on the brink of a change of power. The imperial government has been severely weakened by the peasant uprisings – its demise is sealed. Who will manage to reunite the provinces and initiate the beginning of a new dynasty? GAME MATERIALS 57 province cards in 5 colors 1 gameboard with 2 playing maps (10 in violet, 11 in yellow, 11 in orange, 12 in green, 13 in red) Border Disputes (China, consisting of 9 provinces) 100 houses in 5 colors (20 each in blue, green, violet, red and yellow) 45 emissaries in 5 colors (9 each in blue, green, violet, red and yellow) Ways of Diplomacy (the capital, consisting of 9 districts) 1 Emperor 9 scoring disks 5 markers for the variants 5 point cards OBJECT OF THE GAME By playing cards, players erect their governing houses and get emissaries to the courts of the provinces. In doing so, they obtain power points for skillful house placement and for successful alliances among their emissaries. At the end of the game, the player with the most power points wins. 1 SET-UP OF THE GAME The front side of the gameboard shows the Border Disputes playing map, which is suited for 3 to 5 players. The back side contains the Ways of Diplomacy playing map, for 2 to 4 players. Depending on the number of participants, you play on the appropriate side; if you are 3 or 4 players, you can choose either of the two maps. -
Lost Cities Rulebook
Explanation of the White Column: Hint: As you can see in the example, it is better Scoring The wager card doubles the value of not to start an expedition in the first place if Example: the column. Since no other cards you can’t bring it to a satisfactory conclusion. The player has have been placed, only the Also, you should only play wager cards if you expedition costs are incurred, which have enough cards for a column and there is formed the are doubled. still time to place those cards. following columns: 7 7 6. 6. The Game Designer Reiner Knizia, born in 1957, lives in Windsor, Great Britain. He holds a Ph.D. in Mathematics and has published numerous games in Germany and abroad. Among his greatest achievements are the German awards “Deutscher Spiele Preis” (obtained in 1993 and 1998) and “Spiel des Jahres 2008” (the latter for “Keltis,” a game based on “Lost Cities”). Reiner Knizia specializes in games whose simple rules give players much freedom of choice. Kosmos has published many of his games. The game designer and publisher thank the many game testers and people who reviewed the game rules. The game designer particularly thanks Dave Farquhar, Ross Inglis, Kevin Jacklin, Lieselotte Knizia, Elke Knop, and Chris Lawson. The player has earned 18 points. 3 + 0 - 40 - 10 + 45 + 20 (bonus) = 18 Editorial Team: TM-Spiele Art: Grafik Studio Krüger: Claus Stephan Graphic Design: Pohl & Rick Grafikdesign, Michaela Kienle/Fine Tuning English Translation: Gavin Allister 23 0 0 15 35 Sum English Text Editing: Ted McGuire Additional Design: Dan Freitas Expedition -20 No cost -20 -20 -20 Costs © 1999, 2012 Franckh-Kosmos Verlags-GmbH & Co. -
Enhancing Board Gameplay Experience with Light Based Timers
EXAMENSARBETE INOM DATALOGI OCH DATATEKNIK, AVANCERAD NIVÅ, 30 HP STOCKHOLM, SVERIGE 2017 Enhancing board gameplay experience with light based timers YAJIE DU KTH SKOLAN FÖR INFORMATIONS- OCH KOMMUNIKATIONSTEKNIK KTH Royal Institute of Technology School of Information and Communication Technology Enhancing board gameplay experience with light based timers Yajie DU Abstract In this thesis we will present a study on using lighting to enhance the gameplay of modern board games as a gameplay element - timer. Based on the research on the usage of the timers in various social board games, we categorize the timers into 3 types: the turn-taking timer, the reminder timer and the warning timer. For designing and developing the light based timers, we frame the design space and propose 4 types of timers to be our design object: the turn-taking timer, the reminder timer, the warning timer and the combination timer of warning and reminding timer. We designed different light effects for each type of timer, evaluated and redesigned these light effects by pilot test and controlled experi- ments. We summarized the findings on how the light effect affect people and created a guideline for designing the light effect for timers based on the findings. Finally, we conclude this thesis by discussing the findings and outlining future work. Referat I denna rapport presenterar vi en studie om hur man använder belysning för att förbättra moderna brädspel med spelinslaget timer. Baserat påforskning om an- vändning av timers i olika sociala brädspel, kategoriserar vi timers i tre typer: turtagningstimer, påminnelsetimer och varningstimer. För att utforma och utveckla ljusbaserade timers begränsas designutrymmet och fyra typer av timers är våra designobjekt: turtagningstimer, påminnelsetimer, varningstimer och en kombination av varnings- och turtagningstimer.