Sociability in Hybrid Board Game Marketing Materials: Seven Key Features

Total Page:16

File Type:pdf, Size:1020Kb

Sociability in Hybrid Board Game Marketing Materials: Seven Key Features Sociability in Hybrid Board Game Marketing Materials: Seven Key Features Ville Kankainen Abstract University of Tampere Hybrid board games mixing physical and digital Kalevantie 4, FI-33014 elements are one form of growingly popular hybrid Finland [email protected] playful products and services. Hybrid Social Play research project aims to identify the best practices in Timo Nummenmaa using the hybridity to develop new kind of social University of Tampere experiences in board games. In this study marketing Kalevantie 4, FI-33014 and promotional material of 13 hybrid board games Finland +358 50 420 1506 have been identified and analyzed in order to determine [email protected] how social features related to hybrid game features are presented. As a result of the analysis, it has become apparent that there are seven key features which are presented as being important to players. The knowledge generated in this work acts as a view to how the industry sees hybridity in games as a tool for supporting social interaction, and how the industry Paste the appropriate copyright/license statement here. ACM now wants to message it to consumers when they explore supports three different publication options: promotional material. • ACM copyright: ACM holds the copyright on the work. This is the historical approach. • License: The author(s) retain copyright, but ACM receives an Author Keywords exclusive publication license. Hybrid Games, Board Games, Marketing, • Open Access: The author(s) wish to pay for the work to be open access. The additional fee must be paid to ACM. Advertisement, Sociability This text field is large enough to hold the appropriate release statement assuming it is single-spaced in Verdana 7 point font. Please do not change the size of this text box. ACM Classification Keywords Each submission will be assigned a unique DOI string to be included here. K.8.0 [Personal Computing]: General – Games Introduction also informing what they think customers value in such Hybrid Social Play1 is a two year project which aims to products. identify best practices and principles for hybrid social playability and develop tools and concepts for future Position Statement social physical-digital (phygital) products and services. Currently, the mobile technology allows mixing digital The project focuses on four hybrid phenomena: board and physical elements in board games easier than ever. games, toys, money games and print media. The However, augmenting physical board games with the research on the project is conducted with mixed digital technology is nothing but a new phenomenon. methods approach including, but not limited to Already on late 1970s there was microchip mediated workshops with entertainment and media industry board games such as Parker Brother’s Code Name: partners, literature reviews, game analysis, interviews Sector (1977). A popular game during its time, Dark and surveys. Tower (Milton Bradley, 1981), was one of the first board games that had simple displays integrated on the Hybrid board games which blend physical and digital game board. elements in various ways are a category of growingly popular hybrid playful products and services (cf. [10]). Games such as Clue VCR Mystery Game (Parker In order to understand how the industry sees hybrid Brothers, 1985), utilized the VCR-technology of 1980s board games regarding the social features, we analyzed as a game element. During the 1990s and 2000s the a set of commercial games in terms of how they are outdated technology was replaced by CDs and DVDs, marketed to the consumer. This information also and the digital recording technology made it possible to reveals what features are seen by the publisher to be introduce interactive elements into the game design the selling points of the game, and what they think (e.g. Space Alert, Czech Games Edition 2008). There about the expectations and wishes of players. Goals for were also some attempts towards augmented reality this analysis was to find out: board games (e.g. The Eye of Judgement, Sony 2008) in 2000s, but these never grew successful. 1. How do game publishers see hybridity to affect sociability in their games? The app revolution of late 2000 revived publishers’ 2. What do game publishers see as interesting interest towards hybrid board games. Mobile from the perspective of the consumer? technology has been used in various ways to augment traditional board game experience, but the most These findings will give insights on publishers view of common approach at the moment seems to be a hybrid board games, which is important in order to companion app supporting the physical board game in understand what they find valuable in hybridity, while some way (cf. [5]). As the technology develops so does the understanding 1 https://hybridplayproject.wordpress.com/ of what is considered as hybrid. Electronic elements were introduced to the board games already on 1930s Previous Research Table 1. List of games. according to the Board Game Geek2. Currently these Sociability in board games and digital games have been Name Publisher Year are rarely considered hybrid games per se, but at the studied in several occasions and from various angles Code time such games blended together features from two (e.g. [9]; [8]; [3]; [14]; [13]), and there is number of Parker Name: 1977 separate domains that were not traditionally mixed. studies concentrating on the design aspects of hybrid Brothers Sector Likewise, in the future board games using mobile apps board games (e.g. [7]; [2]). However, only few studies Milton can become a norm instead of forming a separate exist that analyze the ways how games are marketed Dark Tower 1981 Bradley category of games. to the public, and the few out there (e.g. [11]) are Electronic mostly concentrated on video game marketing. Still, a Milton Mall 1991 The hybridity in itself is rarely interesting for the study on player appreciation of board games suggests Bradley Madness customers in the long run; the value lies in the that the success of a new board game relies on its Monopoly: experiences it can offer. As such it can be argued that it capacity to present unique play experiences and Electronic Hasbro 2006 would be beneficial for the designers to understand the possibilities for interaction between players [4]. Banking experiences hybrid products blend instead of just The Eye of Sony 2008 mixing various technologies. [1] Analysis Judgement A representative selection of games with various types Czech One way to blend novel features to the board game of hybrid elements were selected. They were analyzed Space Alert Games 2008 experience could be to introduce familiar features of with a form of qualitative content analysis [12]. The Edition social media that already surround the core play sources used include text on the game’s website, The Game Identity 2012 experience. Lauwaert [6] speaks about the core and advertisement videos, and text on the back of the Changer Games periphery of play. In the core are the ways of play the game box. The selection of 13 games (see Table 1on Spellshot Hasbro 2012 designer intended, while in the periphery lie the the sidebar) has been guided by previous research in Leaders: A emergent forms of play. One way to harness the the Hybridex project [10], but contains many games Rudy Combined 2013 Games opportunities of hybridity is to bring the periphery of also not mentioned in that research. Game play in to the core. For example, a Finnish game Hare- company Playmore Games is developing a companion The requirements for games to be analyzed here were Golem brained 2014 Arcana app called Dized that teaches you to play various board that they contained digital elements which affect Schemes games through interactive tutorials similar to ones seen gameplay and board game like mechanics. It was also Ravens- 2003 3 King Arthur in digital games . The company has plans to develop required that information regarding sociability and the burger 2014 their app to a full blown universal companion app combination of physical and digital elements was XCOM: The Fantasy usable with any board games, that can be used for present in marketing material that could be found. This Board Flight 2015 example to find new people to play with. is in no way an exhaustive list, but contains various Game Games different types of games, some more recent and some World of Iello 2015 somewhat older. The analysis process involved reading Yo-Ho 2 https://boardgamegeek.com/boardgamecategory/1072/electronic through the collected data, and extracting pieces that 3 https://dized.com/ fit the requirements of the study. These excerpts were then further analyzed, focusing on the way they considering its importance for the game experience and represented the role of social interaction. value for the consumers. However, it is another matter if this is actually the case. There is the possibility that Seven Key Features the publishers have higher expectations for the effects By grouping together the important findings from the of the hybrid features in their games than those analysis, the following seven key features can be actually have. As the hybrid games are a new identified to appear in the marketing material (in no phenomenon they have a gimmicky value which particular order): publisher can take an advantage of when persuading consumers to buy their products or services. 1. A game master and/or common enemy 2. Replacing player managed parts with more Findings of this study will give important insight into efficient versions sociability in hybrid board games which can be used in 3. Personal physical element as a game interface various ways. The information can be used as design 4. Social features and interactions not normally knowledge for designing social features in new hybrid seen outside of hybrid products board games or in designing add-ons to existing 5.
Recommended publications
  • 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
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • Tabletop Games: Platforms, Experimental Games and Design Recommendations
    Tabletop Games: Platforms, Experimental Games and Design Recommendations Michael Haller1, Clifton Forlines2, Christina Köffel1, Jakob Leitner1, Chia Shen2 1Media Interaction Lab, Upper Austria University of Applied Sciences 2Mitsubishi Electric Research Laboratory INTRODUCTION While the last decade has seen massive improvements in not only the rendering quality, but also the overall performance of console and desktop video games, these improvements have not necessarily led to a greater population of video game players. In addition to continuing these improvements, the video game industry is also constantly searching for new ways to convert non-players into dedicated gamers. The recent success of Nintendo’s wii controller is often credited to its support of natural and intuitive gestural interactions, and much of the attention to this platform has come from its ability to attract people from markets not typically thought of as gamers. Indeed, stay-at-home parents, retirement homes, and working professionals make up a large portion of the Wii audience, which at the time of this writing is over 13 million (status Sept. 2007). Figure 1: (left) Desktop-based games are often an isolated activity – even when gamers play in a multi-player mode. Therefore, traditional board games are still very popular (right). In addition to the popularity of gestural interaction, the multi-player nature of console games makes them more communicative than single-player desktop games. Even when desktop games are played in a multi-player mode, individual players are still separated from one another in front of their personal displays (see Figure 1, left). Despite the growing popularity of computer- based video games, people still love to play traditional board games, such as Risk, Monopoly, and Trivial Pursuit.
    [Show full text]
  • Investigation of Complex Strategy Games on Console: Evaluating the Potential Possibilities of One User Interface to Rule Them All
    Investigation of Complex Strategy Games on Console: Evaluating the Potential Possibilities of One User Interface to Rule Them All Aron Nisbel Department of Applied Physics and Electronics Umeå University, Sweden [email protected] In collaboration with Paradox Interactive and Paradox Development Studio Abstract. Building complex games like Grand Strategy Games for both PC and console is a costly endeavour. Normally, two different platforms imply two different User Interface (UI) and User Experience (UX) de- signs, even though it is the same game. If the game’s UI could have similar designs for both platforms, this costly obstacle could be overcome. This study aimed to take the first steps to look at “one UI to rule them all”. Due to the lack of existing research on this topic, this study had to begin from scratch. This led to a focus on existing strategy games on consoles, and an evaluation of the User Experience (UX) of these games. Con- sidering the lack of Grand Strategy Games on consoles, eleven existing strategy games on console similar to Grand Strategy Games were chosen to be investigated further with the aim to find possible best practices and/or the most important aspects of the player’s experience in these games. Through discussion with game industry experts (experienced and senior UX designers), the UI and UX of strategy games on console were broken down and grouped as specific game interactions, with emphasis on the similarity to Grand Strategy Games. By using the defined game interactions, a quantitative survey was carried out to pinpoint the game interactions with the biggest impact on the player’s experience.
    [Show full text]
  • What Tabletop Players Think About Augmented Tabletop Games: a Content Analysis
    What Tabletop Players Think about Augmented Tabletop Games: A Content Analysis Mehmet Kosa Pieter Spronck Department of Cognitive Science and Department of Cognitive Science and Artificial Intelligence, Tilburg Artificial Intelligence, Tilburg University University Netherlands Netherlands [email protected] [email protected] ABSTRACT In recent years, multiple tabletop games have been released which 1 INTRODUCTION harness the power of smart phones and tablets to enhance their In the last decade, tabletop gaming has experienced a gameplay. We call these games “augmented tabletop games.” renaissance. Every year, thousands of new games are published, Such games have met with a variety of reactions from traditional and the quality of those games is increasing [1]. Kickstarter is tabletop gamers, ranging from highly negative to highly positive. currently a popular platform for the production and release of new The main purpose of this study is to understand the opinions and tabletop games. According to the Kickstarter revenue numbers, attitudes of players on the emerging augmented tabletop games. funding for tabletop game campaigns is increasing each year and The study also aims to come up with suggestions for game is much higher than for video games [2]. developers by revealing player expectations. A qualitative content A relatively new development is that developers of tabletop analysis was carried out on prevalent tabletop gaming forums. In games are experimenting with augmenting the physical games total, 928 posts on 15 threads were analyzed. From these we with digital counterparts. Some of the main enablers of these derived typologies of negative and positive attitudes towards attempts are the pervasive usage of smart phones, proliferation of augmented tabletop games.
    [Show full text]
  • UNIVERSITY of CALIFORNIA SANTA CRUZ an OBJECT-FOCUSED APPROACH to ANALOG GAME ADAPTATION a Thesis Submitted in Partial Satisfact
    UNIVERSITY OF CALIFORNIA SANTA CRUZ AN OBJECT-FOCUSED APPROACH TO ANALOG GAME ADAPTATION A thesis submitted in partial satisfaction of the requirements for the degree of MASTER OF SCIENCE in COMPUTATIONAL MEDIA by Mirek Stolee September 2020 The Thesis of Mirek Stolee is approved: Professor Nathan Altice, Chair Professor Elizabeth Swensen Quentin Williams Interim Vice Provost and Dean of Graduate Studies Copyright c by Mirek Stolee 2020 Table of Contents List of Figures iv Abstract v Acknowledgments vi 1 Board Game Adaptation 1 1 Mediation and the Game State . 10 2 Codification, Digitization, and Computation . 15 3 Partial Adaptation . 19 4 Gloomhaven . 22 2 Escape Game Adaptation 32 1 Point and Click Escape Games . 37 2 Virtual Reality Escape Games . 40 3 Tabletop Escape Games . 42 4 Variations Within Quadrants . 45 5 Escape Games and Adaptation . 48 References 53 iii List of Figures 1.1 Left: A Scourge Beast enemy as it appears in Bloodborne. Image from Bloodborne Wiki (2020). Right: The same enemy as a card in Bloodborne: The Card Game. Image by FxO (2016). 5 1.2 Pandemic module (Thestas dalmuti, 2020) on Vassal Engine. Bottom: Pandemic: Scripted Setup on Tabletop Simulator. Screenshots by author. 13 1.3 False Prophets (2002) tracking the location of game pieces to reveal areas of the game board. Photograph by Diego Maranan (2010). 17 1.4 Teburu's integration of electronics with traditional board game compo- nents. Screenshot by author. 18 1.5 An enemy activation in Legends of the Alliance. Screenshot by author. 21 1.6 Cardboard tiles representing the map in Lord of the Rings: Journeys in Middle Earth.
    [Show full text]
  • Ancient Greece and Rome in Videogames: Representation, Player Processes, and Transmedial Connections
    Ancient Greece and Rome in Videogames: Representation, Player Processes, and Transmedial Connections Thesis submitted in accordance with the requirements of the University of Liverpool for the degree of Doctor of Philosophy By Ross Clare September 2018 Abstract Videogames are a hugely popular entertainment medium that plays host to hundreds of different ancient world representations. They provide very distinctive versions of recreated historical and mythological spaces, places, and peoples. The processes that go into their development, and the interactive procedures that accompany these games, must therefore be equally unique. This provides an impetus to both study the new ways in which ancient worlds are being reconfigured for gameplayers who actively work upon and alter them, and to revisit our conception of popular antiquity, a continuum within popular culture wherein ancient worlds are repeatedly received and changed in a variety of media contexts. This project begins by locating antiquity within a transmedial framework, permitting us to witness the free movement of representational strategies, themes, subtexts and ideas across media and into ancient world videogames. An original approach to the gameplay process, informed by cognitive and memory theory, characterises interaction with virtual antiquity as a procedure in which the receiver draws on preconceived notions and ideas of the ancient past to facilitate play. This notion of “ancient gameplay” as a reception process fed by general knowledges, previous pop-cultural engagements, and dim resonances of antiquity garnered from broad, informal past encounters allows for a wide, all-encompassing study of “ancient games”, the variety of sources they (and the player) draw upon, and the many experiences these games offer.
    [Show full text]
  • Anyboard: a Platform for Hybrid Board Games
    Anyboard: a Platform for Hybrid Board Games Simone Mora, Tomas Fagerbekk, Matthias Monnier, Emil Schroeder, and Monica Divitini Dept. of Information Technology and Computer Science, Norwegian University of Science and Technology, Trondheim, Norway [email protected], [email protected] Abstract. Making hybrid board games that mix the interactivity of video games with the social impact of board games is challenging. While the design process needs to take into account elements from the digital and analog domains, building prototypes requires dealing with diverse technologies in the field of Tangible Interfaces and Interactive Tabletop and Surfaces. Anyboard provides theoretical tools to map traditional board game interaction to the hybrid medium and lightweight technology tools to facilitate game prototyping. Our platform provides augmented game pieces that work with traditional cardboards, allowing designers to easily build collaborative interactive games without requiring engineering skills. Keywords: Hybrid Game, Pervasive Game, Design, Prototyping, Plat- form, Tangible Interface 1 Introduction Despite the popularity of computer games, board games still represent a signif- icant part of the market [3]. The reason lies in board games providing a more human-oriented experience compared to computer games [15]. Playing board games is indeed a social ritual where families and friends get together; having low entry-barriers for cost and skills, board games represent a cross-generational form of entertainment. Over the last twenty years, research has pointed at combining the interactiv- ity of computer games with the benefits of board games [15, 13] creating interac- tive and augmented board games; hereafter referred as hybrid board games. For a review see Haller et al.
    [Show full text]
  • Playing for Togetherness
    PLAYING FOR TOGETHERNESS DESIGNING FOR INTERACTION RITUALS THROUGH GAMING Studies in Applied Information Technology, May 2012 ISSN 1652-490X; 12, ISBN 978-91-628-8462-8 PLAYING FOR TOGETHERNESS DESIGNING FOR INTERACTION RITUALS THROUGH GAMING DOCTORAL DISSERTATION BY KARL JONES BERGSTRÖM Department of Applied Information Technology University of Gothenburg SE-412 96 GothenburG TYPESEttING BY LEO NORDWAll PRINTED BY CHALMERS REPROSERVICE, GOTHENBURG, SWEDEN, 2012 ABSTRACT How can design facilitate togetherness through games? Seeing the outcomes of a successful interaction ritual – positive emotional energy and a sense of group solidarity – as the main components of the togetherness of games, this thesis seeks to shed light on how design can improve the use of games as vehicles of interaction. the thesis combines six different articles on games, gaming and gamers; the articles illuminate the different ingredients of the interaction ritual afforded by playing games and covers digital-, board- and tabletop role-playing games. The methods used are artefact analysis, obser- vation and reflexive interviewing. The two articles on games; Exploring Aesthetic Ideals of Gameplay and Exploring Aesthetical Gameplay Design Patterns – Camaraderie in Four Games focus on gameplay aesthetics and present a way of looking at the underly- ing game-mechanical foundations of gameplay aesthetics – the experiential aspect of the meeting between the player and the rules. The former intro- duces the concept of aesthetic gameplay ideals and the latter explores this further through the use of design patterns. The two articles on gaming; Undercurrents – A Computer-based Gameplay Tool to Support Tabletop Role-playing and Framing Storytelling with Games look at tools to support gameplay and provide a concrete example of how su- perfluous work during play can be reduced, leaving more time and energy to the core activity.
    [Show full text]