Physical Vs Digital Tabletop Games
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Clues About Bluffing in Clue: Is Conventional Wisdom Wise?
Digital Commons @ George Fox University Faculty Publications - Department of Electrical Department of Electrical Engineering and Engineering and Computer Science Computer Science 2019 Clues About Bluffing in Clue: Is Conventional Wisdom Wise? David Hansen Kyle D. Hansen Follow this and additional works at: https://digitalcommons.georgefox.edu/eecs_fac Part of the Engineering Commons Clues About Bluffing in Clue : Is Conventional Wisdom Wise? David M. Hansen Affiliate Member, IEEE1, Kyle D. Hansen2 1College of Engineering, George Fox University, Newberg, OR, USA 2Westmont College, Santa Barabara, CA, USA We have used the board game Clue as a pedagogical tool in our course on Artificial Intelligence to teach formal logic through the development of logic-based computational game-playing agents. The development of game-playing agents allows us to experimentally test many game-play strategies and we have encountered some surprising results that refine “conventional wisdom” for playing Clue. In this paper we consider the effect of the oft-used strategy wherein a player uses their own cards when making suggestions (i.e., “bluffing”) early in the game to mislead other players or to focus on acquiring a particular kind of knowledge. We begin with an intuitive argument against this strategy together with a quantitative probabilistic analysis of this strategy’s cost to a player that both suggest “bluffing” should be detrimental to winning the game. We then present our counter-intuitive simulation results from playing computational agents that “bluff” against those that do not that show “bluffing” to be beneficial. We conclude with a nuanced assessment of the cost and benefit of “bluffing” in Clue that shows the strategy, when used correctly, to be beneficial and, when used incorrectly, to be detrimental. -
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. -
History of the World Rulebook
TM RULES OF PLAY Introduction Components “With bronze as a mirror, one can correct one’s appearance; with history as a mirror, one can understand the rise and fall of a state; with good men as a mirror, one can distinguish right from wrong.” – Emperor Taizong of the Tang Dynasty History of the World takes 3–6 players on an epic ride through humankind’s history. From the dawn of civilization to the twentieth century, you will witness humanity in all its majesty. Great minds work toward technological advances, ambitious leaders inspire their 1 Game Board 150 Armies citizens, and unpredictable calamities occur—all amid the rise and fall (6 colors, 25 of each) of empires. A game consists of five epochs of time, in which players command various empires at the height of their power. During your turn, you expand your empire across the globe, gaining points for your conquests. Forge many a prosperous empire and defeat your adversaries, for at the end of the game, only the player with the most 24 Capitols/Cities 20 Monuments (double-sided) points will have his or her immortal name etched into the annals of history! Catapult and Fort Assembly Note: The lighter-colored sides of the catapult should always face upward and outward. 14 Forts 1 Catapult Egyptians Ramesses II (1279–1213 BCE) WEAPONRY I EPOCH 4 1500–450 BCE NILE Sumerians 3 Tigris – Empty Quarter Egyptians 4 Nile Minoans 3 Crete – Mediterranean Sea Hittites 4 Anatolia During this turn, when you fight a battle, Assyrians 6 Pyramids: Build 1 monument for every Mesopotamia – Empty Quarter 1 resource icon (instead of every 2). -
Women's Experimental Autobiography from Counterculture Comics to Transmedia Storytelling: Staging Encounters Across Time, Space, and Medium
Women's Experimental Autobiography from Counterculture Comics to Transmedia Storytelling: Staging Encounters Across Time, Space, and Medium Dissertation Presented in partial fulfillment of the requirement for the Degree Doctor of Philosophy in the Graduate School of Ohio State University Alexandra Mary Jenkins, M.A. Graduate Program in English The Ohio State University 2014 Dissertation Committee: Jared Gardner, Advisor Sean O’Sullivan Robyn Warhol Copyright by Alexandra Mary Jenkins 2014 Abstract Feminist activism in the United States and Europe during the 1960s and 1970s harnessed radical social thought and used innovative expressive forms in order to disrupt the “grand perspective” espoused by men in every field (Adorno 206). Feminist student activists often put their own female bodies on display to disrupt the disembodied “objective” thinking that still seemed to dominate the academy. The philosopher Theodor Adorno responded to one such action, the “bared breasts incident,” carried out by his radical students in Germany in 1969, in an essay, “Marginalia to Theory and Praxis.” In that essay, he defends himself against the students’ claim that he proved his lack of relevance to contemporary students when he failed to respond to the spectacle of their liberated bodies. He acknowledged that the protest movements seemed to offer thoughtful people a way “out of their self-isolation,” but ultimately, to replace philosophy with bodily spectacle would mean to miss the “infinitely progressive aspect of the separation of theory and praxis” (259, 266). Lisa Yun Lee argues that this separation continues to animate contemporary feminist debates, and that it is worth returning to Adorno’s reasoning, if we wish to understand women’s particular modes of theoretical ii insight in conversation with “grand perspectives” on cultural theory in the twenty-first century. -
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. -
French Revolution Board Game
Name ____________________________ Block ___________ French Revolution Board Game With so much happening and so many twists and turns, it is hard not to compare the French Revolution to an awesome history-based board game. Luckily, you get the opportunity to make one! Your task is to create a board game that is fun to play, and teaches players about the French Revolution (even if they don’t know they are learning). Your game should cover the events from the meeting of the Three Estates in 1789 to the Congress of Vienna in 1815. You may make up an entirely new game or start with an existing game and modify the set up. Some possibilities: • Change a Monopoly board so that the properties and pieces fit the French Revolution and not beachfront gambling towns. • Revisit the game of Life with revolutionary tracks rather than career choices. • Trivia-based game where number of moves is based on answering questions. • Revise Chutes and Ladders to reflect the changes in France during the Revolution. Rubric DOES NOT MEET CRITERIA EXCELLENT ADEQUATE SCORE EXPECTATIONS Relates clearly to each Misses some phases or Game does not relate to Information phase of the French key people and events, the French Revolution ___/25 Revolution with but uses some French except in name only. accurate information. Revolution ideas. Includes all parts* and Instructions are unclear Not a playable game. Playability is ready to be played. or not included. Missing necessary pieces or not ___/25 enough cards for full game. Creatively modifies all Basic structure of the Simply makes name Attention to elements of gameplay original game is the changes to an existing Detail and set up for a same, with some game or makes few ___/25 complete French relevant modifications efforts to creatively Revolution experience. -
|||GET||| the Struggling State 1St Edition
THE STRUGGLING STATE 1ST EDITION DOWNLOAD FREE Jennifer Riggan | 9781439912720 | | | | | Supporting Resources How kindergarten entry assessments are used in public schools and how they correlate with spring The Struggling State 1st edition REL — Department of Education and U. October 20, However, when Alan Moonan influential designer of Eurogamesendorsed the game the first printing sold out quickly. As of Novembermore than 80, The Struggling State 1st edition were being served in schools that are in the process of adopting the Kansas Integrated MTSS framework. Table 2. Department of Education USED issued two letters reminding states that intervention strategies cannot be used to delay or deny evaluation of students suspected of having The Struggling State 1st edition disability. In addition, the New Press released an updated version of The Wall Charts for A People's History —a 2-piece fold-out poster featuring an illustrated timeline of The Struggling State 1st edition. Coupled with that is the game's accessibility and the design's cleverness, all of which make Twilight Struggle stand out among the crowd of recent political wargame releases. Is banning mobile phones in schools a good idea? We can identify at-risk students early. High absolute and net teacher turnover—i. For example, some students perform well in some content areas and not others, or they may score too high on assessments used to determine eligibility for special education. Turnover and attrition have been increasing over time Goldring, Taie, and Riddles and are higher for U. Advocates are also exploring data-based individualization DBI for students in the most intensive tier of support. -
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. -
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. -
The Pennsylvania State University
The Pennsylvania State University The Graduate School Department of Communication Arts and Sciences THE LONG TWILIGHT STRUGGLE: PRESIDENTIAL RHETORIC AND NATIONAL SECURITY IN THE COLD WAR, 1945-1974 A Dissertation in Communication Arts and Sciences by Sara Ann Mehltretter Drury © 2011 Sara Ann Mehltretter Drury Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy August 2011 The dissertation of Sara Ann Mehltretter Drury was reviewed and approved* by the following: J. Michael Hogan Liberal Arts Research Professor of Communication Arts and Sciences Dissertation Advisor Chair of Committee Jeremy Engels Assistant Professor of Communication Arts and Sciences J. Philip Jenkins Edwin Erle Sparks Professor of Humanities Department of History and Religious Studies Thomas W. Benson Edwin Erle Sparks Professor of Rhetoric Head of Department of Communication Arts and Sciences *Signatures are on file in the Graduate School iii ABSTRACT This study explores the discourse of U.S. presidents as they defined and redefined the concept of “national security” during the Cold War. As commander-in- chief and the most visible spokesman for the United States in world affairs, the president has enormous power to shape understandings of national security strategy and foreign policy. The project consists of a series of four case studies in presidential speech making on national security: Harry S. Truman’s “Truman Doctrine” speech; Dwight Eisenhower’s “Age of Peril” radio address; John F. Kennedy’s “Inaugural Address”; and the speeches of Richard Nixon during his February 1972 trip to the People’s Republic of China. I argue that each of these episodes marked a significant moment in the rhetoric of national security, as each president promoted a new understanding of the nature of the threats to U.S. -
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. -
Collaborative Strategic Board Games As a Site for Distributed Computational Thinking
This paper appeared in a special issue of the International Journal of Game-Based Learning edited by Patrick Felicia and Guest Editor Sean C. Duncan, Copyright 2011, IGI Global, www.igi-global.com. Posted by permission of the publisher. Please cite this work as: Berland, M., & Lee, V. R. (2011). Collaborative strategic board games as a site for distributed computational thinking. International Journal of Game-Based Learning, 1(2), 65-81. doi: 10.4018/ijgbl.2011040105 InternatIonal Journal of Game-Based learnInG April-June 2011, Vol. 1, No. 2 Table of Contents Special Issue from the Games+Learning+Society Conference (GLS 6.0) guest editorial Preface i Diversity, Design, and Possibility: Introduction to the GLS 6.0 Special Issue Sean C. Duncan, Miami University, USA research articles 1 Leveraging Mobile Games for Place-Based Language Learning Christopher L. Holden, University of New Mexico, USA Julie M. Sykes, University of New Mexico, USA 19 DataPlay: Experiments in the Ludic Age Colleen Macklin, Parsons the New School for Design, USA 34 Possibility Spaces: Using The Sims 2 as a Sandbox to Explore Possible Selves with At-Risk Teenage Males Elizabeth King, University of Wisconsin-Madison, USA 52 Affordances and Constraints of Scaffolded Learning in a Virtual World for Young Children Rebecca W. Black, University of California, Irvine, USA Stephanie M. Reich, University of California, Irvine, USA 65 Collaborative Strategic Board Games as a Site for Distributed Computational Thinking Matthew Berland, University of Texas at San Antonio, USA Victor R. Lee, Utah State University, USA 82 Forming The Guild: Star Power and Rethinking Projective Identity In Affinity Spaces Elizabeth Ellcessor, University of Wisconsin-Madison, USA Sean C.