Tabletop Games in the Age of Remote Collaboration
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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. -
A Grouplens Perspective
From: AAAI Technical Report WS-98-08. Compilation copyright © 1998, AAAI (www.aaai.org). All rights reserved. RecommenderSystems: A GroupLensPerspective Joseph A. Konstan*t , John Riedl *t, AI Borchers,* and Jonathan L. Herlocker* *GroupLensResearch Project *Net Perceptions,Inc. Dept. of ComputerScience and Engineering 11200 West78th Street University of Minnesota Suite 300 Minneapolis, MN55455 Minneapolis, MN55344 http://www.cs.umn.edu/Research/GroupLens/ http://www.netperceptions.com/ ABSTRACT identifying sets of articles by keyworddoes not scale to a In this paper, wereview the history and research findings of situation in which there are thousands of articles that the GroupLensResearch project I and present the four broad contain any imaginable set of keywords. Taken together, research directions that we feel are most critical for these two weaknesses represented an opportunity for a new recommender systems. type of filtering, that would focus on finding which INTRODUCTION:A History of the GroupLensProject available articles matchhuman notions of quality and taste. The GroupLens Research project began at the Computer Such a system would be able to produce a list of articles Supported Cooperative Work (CSCW)Conference in 1992. that each user wouldlike, independentof their content. Oneof the keynote speakers at the conference lectured on a Wedecided to apply our ideas in the domain of Usenet his vision of an emerging information economy,in which news. Usenet screamsfor better information filtering, with most of the effort in the economywould revolve around hundreds of thousands of articles posted daily. Manyof the production, distribution, and consumptionof information, articles in each Usenet newsgroupare on the sametopic, so rather than physical goods and services. -
Three Different Paths for Tabletop Gaming in School Libraries
Three Different Paths for Tabletop Gaming in School Libraries Teresa Copeland, Brenda Henderson, Brian Mayer, and Scott Nicholson Abstract Three school library staff members explore how they have used table- top games in different school library settings. Teresa Copeland (Tes- seract School, Paradise Valley, Arizona, USA) explores how tabletop and role-playing games have been integrated into the curriculum across a wide variety of grade levels. Brenda Henderson (Trinity High School Learning Resources Centre, Redditch, UK) discusses how a board game club has made a difference in a high school library in the United Kingdom. Brian Mayer (School Library System, Genesee Valley Educational Partnership, LeRoy, New York, USA) supports multiple school libraries in finding matches between the curriculum and authentic games and runs game design workshops. Introduction Gaming in school libraries is evenly split between two primary goals: ed- ucation and recreation (Nicholson, 2008). Some libraries have worked with teachers to integrate games into the curriculum. Other libraries have created recreational programs around games where students can engage with each other in a safe space. One advantage of gaming programs in school libraries is that tabletop games, if chosen properly, can be both ed- ucational and recreational. Good educational games are also good games, and recreational tabletop gaming facilitates social engagement, planning, decision making, and mathematics. The focus in this article is on nondigital games: board, card, and role- playing games that are played on tables instead of on screens. Most stu- dents are used to digital games but may not have familiarity with tabletop gaming. Tabletop games are inexpensive, have a long shelf-life, are porta- ble, and can be used in a much wider variety of classroom situations than LIBRARY TRENDS, Vol. -
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. -
Ncrl Teen Tabletop Game Collection Title # Players
NCRL TEEN TABLETOP GAME COLLECTION Requesting Games ➔ To request games, email [email protected] ➔ Games are for in-branch use only. Games are NOT to be checked out to patrons. ➔ Games can be borrowed for up to 3 months at a time. Returning Games ➔ Games will be sent out by the 1st of the month and should be returned by the 15th of the following month. ➔ Return games to “Distribution Center Attn. Service Managers” ➔ All game materials must be included in labeled bag/tub when returned. Double check the inventory list to make sure all items are present before sending back. ➔ If there are any issues with the games, please notify [email protected] AGE TITLE # PLAYERS SUGGESTION PLAY TIME APPLES TO APPLES 4-10 12+ 30 min BEARS VS BABIES 2-5 10+ 20 MIN BOSS MONSTER: THE DUNGEON BUILDING CARD GAME 2-4 13+ 20 MIN CARCASSONNE 2-5 8+ 30-45 MIN CATAN 3-4 10+ 1 HOUR CATAN: 5-6 PLAYER EXPANSION UP TO 6 10+ 1.5 HOURS CHESS TEACHER 2 6+ 30 MIN - 1HR CHICKAPIG 2-4 8+ 25-60 MIN CODENAMES 2-8 14+ 15 MIN CODENAMES: PICTURES 2-8 10+ 15 MIN DIXIT 3-6 8+ 30 MIN DOCTOR WHO MONOPOLY 2-6 8+ 1-1.5 HOURS DUNGEON MAYHEM 2-4 8+ 5-10 MIN Updated Aug. 2019 1 EXPLODING KITTENS 2-5 7+ 15 MIN (EXPLODING KITTENS EXPANSION) IMPLODING KITTENS 2-5 7+ 15 MIN FLUXX (DOCTOR WHO) 2-6 8+ 5-30 MIN FLUXX (STAR) 2-6 8+ 5-30 MIN FORBIDDEN ISLAND 2-4 8+ 30 MIN GOAT LORDS 3-6 7+ 30 MIN GOAT LORDS: CELEBRITY EXPANSION 4-8 7+ 30 MIN HANABI 2-5 8+ 30 MIN JUMBO PLAYING CARDS 1+ 3+ ~ KING OF TOKYO 2-6 8+ 30 MIN MUNCHKIN DELUXE 3-6 10+ 1-2 HOURS ONE NIGHT ULTIMATE WEREWOLF 3-10 8+ 10 MIN OREGON TRAIL 2-6 12+ 30 MIN OREGON TRAIL: HUNT FOR FOOD 2-6 12+ 30 MIN PANDEMIC 2-4 8+ 45 MIN POOP THE GAME 2-10 5+ 15 MIN QUELF 3-6 12+ 1 HOUR REVERSE CHARADES 6+ 6+ 30 MIN SEQUENCE 2-12 7+ 30 MIN SMART ASS 2-6 12+ 30 MIN SNAPPY DRESSERS 1-10 7+ 15 MIN SPLENDOR 2-4 10+ 30 MIN SUPERFIGHT 3-10 5+ 30 MIN SUSHI GO PARTY 2-8 8+ 20 MIN TELESTRATIONS 4-12 12+ 30 MIN Updated Aug. -
A Recommender System for Groups of Users
PolyLens: A Recommender System for Groups of Users Mark O’Connor, Dan Cosley, Joseph A. Konstan, and John Riedl Department of Computer Science and Engineering, University of Minnesota, Minneapolis, MN 55455 USA {oconnor;cosley;konstan;riedl}@cs.umn.edu Abstract. We present PolyLens, a new collaborative filtering recommender system designed to recommend items for groups of users, rather than for individuals. A group recommender is more appropriate and useful for domains in which several people participate in a single activity, as is often the case with movies and restaurants. We present an analysis of the primary design issues for group recommenders, including questions about the nature of groups, the rights of group members, social value functions for groups, and interfaces for displaying group recommendations. We then report on our PolyLens prototype and the lessons we learned from usage logs and surveys from a nine-month trial that included 819 users. We found that users not only valued group recommendations, but were willing to yield some privacy to get the benefits of group recommendations. Users valued an extension to the group recommender system that enabled them to invite non-members to participate, via email. Introduction Recommender systems (Resnick & Varian, 1997) help users faced with an overwhelming selection of items by identifying particular items that are likely to match each user’s tastes or preferences (Schafer et al., 1999). The most sophisticated systems learn each user’s tastes and provide personalized recommendations. Though several machine learning and personalization technologies can attempt to learn user preferences, automated collaborative filtering (Resnick et al., 1994; Shardanand & Maes, 1995) has become the preferred real-time technology for personal recommendations, in part because it leverages the experiences of an entire community of users to provide high quality recommendations without detailed models of either content or user tastes. -
Community, Impact and Credit: Where Should I Submit My Papers?
Panels February 23–27, 2013, San Antonio, Texas, USA Community, Impact and Credit: Where should I submit my papers? Abstract Aaron Halfaker R. Stuart Geiger We (the authors of CSCWs program) have finite time and GroupLens Research School of Information energy that can be invested into our publications and the University of Minnesota University of CA, Berkeley research communities we value. While we want our work [email protected] [email protected] to have the most impact possible, we also want to grow Cliff Lampe Loren Terveen and support productive research communities within School of Information GroupLens Research which to have this impact. This panel discussion explores Michigan State University University of Minnesota the costs and benefits of submitting papers to various [email protected] [email protected] tiers of conferences and journals surrounding CSCW and Amy Bruckman Brian Keegan reflects on the value of investing hours into building up a College of Computing Northeastern University research community. Georgia Inst. of Technology [email protected] [email protected] Author Keywords Aniket Kittur Geraldine Fitzpatrick community; credit; impact; publishing; peer review HCI Institute Vienna University of Carnegie Mellon University Technology ACM Classification Keywords [email protected] geraldine.fi[email protected] H.5.0. [Information Interfaces and Presentation (e.g. HCI)]: General Introduction We (the authors of CSCWs program) have finite time and energy that can be invested into our publications and the research communities we value. In order to allow our work to have an impact, we must also grow and maintain Copyright is held by the author/owner(s). -
Improvements in Holistic Recommender System Research
Improvements in Holistic Recommender System Research A DISSERTATION SUBMITTED TO THE FACULTY OF THE UNIVERSITY OF MINNESOTA BY Daniel Allen Kluver IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY Joseph A. Konstan August, 2018 c Daniel Allen Kluver 2018 ALL RIGHTS RESERVED Dedication This dissertation is dedicated to my family, my friends, my advisers John Riedl and Joseph Konstan, my colleagues, both at GroupLens research and at Macalester College, and everyone else who believed in me and supported me along the way. Your support meant everything when I couldn’t support myself. Your belief meant everything when I couldn’t believe in myself. I couldn’t have done this without your help. i Abstract Since the mid 1990s, recommender systems have grown to be a major area of de- ployment in industry, and research in academia. A through-line in this research has been the pursuit, above all else, of the perfect algorithm. With this admirable focus has come a neglect of the full scope of building, maintaining, and improving recom- mender systems. In this work I outline a system deployment and a series of offline and online experiments dedicated to improving our holistic understanding of recommender systems. This work explores the design, algorithms, early performance, and interfaces of recommender systems within the scope of how they are interconnected with other aspects of the system. This work explores many indivisual aspects of a recommender system while keeping in mind how they are connected to other aspects of -
Truth and Lies of What People Are Really Thinking
Dedication For Lex and Stella Epigraph Everything we see is a perspective, not the truth —Falsely attributed to Marcus Aurelius (author unknown) Contents Cover Title Page Dedication Epigraph Introduction Part One Genuine Deceptions 1 Body Language Lies 2 Powerful Thinking 3 Mind Your Judgments 4 Scan for Truth Part Two Dating 5 They’re Totally Checking Me Out! 6 Playing Hard-to-Get 7 Just Feeling Sorry for Me 8 I’m Being Ghosted 9 What a Complete Psycho! 10 They Are Running the Show 11 I’m Going to Pay for That! 12 They Are So Mad at Me 13 A Lying Cheat? 14 Definitely into My Friend 15 A Match Made in Heaven? 16 They Are So Breaking Up! Part Three Friends and Family 17 Thick as Thieves 18 My New Bff? 19 Fomo 20 Control Freak 21 Too Close for Comfort 22 They’ll Never Fit in with My Family 23 House on Fire! 24 I Am Boring the Pants off Them 25 Lying Through Their Teeth 26 Persona Non Grata 27 Invisible Me Part Four Working Life 28 I Aced That Interview—So, Where’s the Job Offer? 29 They Hate My Work 30 Big Dog 31 Never Going to See Eye to Eye 32 Cold Fish 33 They’re Gonna Blow! 34 This Meeting Is a Waste of Time 35 Looks Like a Winning Team 36 So, You Think You’re the Boss 37 Hand in the Cookie Jar Summary Bonus Bluff Learn more Acknowledgments Notes About the Authors Praise for Truth & Lies Also by Mark Bowden Copyright About the Publisher Introduction WE CAN ALL RECALL EXAMPLES when our sense of what another person was thinking turned out to be the truth. -
Balancing Skills to Optimize Fun in Interactive Board Games
Balancing Skills to Optimize Fun in Interactive Board Games Eva Kraaijenbrink, Frank van Gils, Quan Cheng, Robert van Herk, and Elise van den Hoven Eindhoven University of Technology, P.O. box 513, 5600 MB Eindhoven [email protected] Abstract. Playing games against people with a different skill level can be boring or frustrating, which decreases fun. A solution is to introduce specific rules that balance a game. In this paper we describe a study in which we used an electronic board game with tangible interaction to investigate whether balancing a game indeed increases fun experienced. We also investigate whether balancing skill levels implicitly (players are unaware) or explicitly (players are aware) has an influence on the fun experienced. We found that players who lost a game felt more successful in the balanced game compared to the unbalanced game. The balanced game also offered the players more fun experience than they expected beforehand. Finally, players preferred to play an explicitly balanced game because it increased the feeling of effort and challenge. Keywords: Balancing skills, board games, tangible interaction, game balance, interaction design, fun experience, and social interaction. 1 Introduction In this paper we present a study that focuses on the balancing of differences in players’ skill levels in a game. Fun in games is influenced by three factors: fantasy, challenge and curiosity [14]. Offering a suitable amount of challenge can be difficult when people with different skills play together. When no effort is needed to beat an opponent a game is boring. Conversely, when an opponent is too challenging a game is frustrating. -
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. -
User Session Identification Based on Strong Regularities in Inter-Activity
User Session Identification Based on Strong Regularities in Inter-activity Time Aaron Halfaker Os Keyes Daniel Kluver Wikimedia Foundation Wikimedia Foundation GroupLens Research [email protected] [email protected] University of Minnesota [email protected] Jacob Thebault-Spieker Tien Nguyen Kenneth Shores GroupLens Research GroupLens Research GroupLens Research University of Minnesota University of Minnesota University of Minnesota [email protected] [email protected] [email protected] Anuradha Uduwage Morten Warncke-Wang GroupLens Research GroupLens Research University of Minnesota University of Minnesota [email protected] [email protected] ABSTRACT 1. INTRODUCTION Session identification is a common strategy used to develop In 2012, we had an idea for a measurement strategy that metrics for web analytics and behavioral analyses of user- would bring insight and understanding to the nature of par- facing systems. Past work has argued that session identifica- ticipation in an online community. While studying partic- tion strategies based on an inactivity threshold is inherently ipation in Wikipedia, the open, collaborative encyclopedia, arbitrary or advocated that thresholds be set at about 30 we found ourselves increasingly curious about the amount of minutes. In this work, we demonstrate a strong regularity time that volunteer contributors invested into the encyclope- in the temporal rhythms of user initiated events across sev- dia's construction. Past work measuring editor engagement eral different domains of online activity (incl. video gaming, relied on counting the number of contributions made by a search, page views and volunteer contributions). We de- user1, but we felt that the amount of time editors spent scribe a methodology for identifying clusters of user activity editing might serve as a more appropriate measure.