Designing Analog Learning Games: Genre Affordances, Limitations and Multi-Game Approaches
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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. -
Printing Trends in Board & Card Games
Printing Trends in Board & Card Games Jessica Lee Riddell Graphic Communication Department | College of Liberal Arts | California Polytechnic State University June 2013 Abstract The board and card game industry are facing growing pressures from digital games, as video and social media games become more prevalent. Emerging print and media technologies, namely printed electronics and augmented reality, could provide a board and card gaming experience that would draw in gamers who typically play digital games. The expected outcomes of the literature research, industry and market surveys, and subsequent paper are an understanding of the history of games, the current state of the game manufacturing and publishing industry, and attitudes of gamers who would be playing games embedded with the emerging technologies. A2 Table of Contents Abstract . 2 Table of Contents . 3 Chapter 1: Purpose of the Study . 4 Significance of the Study . 4 Interest in the Study . 5 Chapter 2: Literature Review . 6 History of Game Art and Production . 7 History of Game Technology . 8 Current Game Art and Production . 9 Current Game Technology . 11 Chapter 3: Research Methodology . 13 Objectives . 13 Samples Studied . 13 Data . 14 Analysis . 14 Chapter 4: Results . 15 Industry Survey . 15 Publishers . 15 Manufacturers . 16 Developers . 16 Print and Substrate Analysis . 17 Chapter 5: Conclusion . 18 References . 20 Appendices. 22 Appendix 1: Survey questions . 22 Appendix 2: Publisher Response . 26 Appendix 3: Publisher Response (Document) . 30 Appendix 4: Game Developer Response . 31 Appendix 5: Overview of Industry Survey Results . 35 Appendix 6: Print Analysis Overview . 36 Appendix 7: Gamer Survey Response . 40 T3 Purpose of the Study Design, production, and technology have a circular relationship. -
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. -
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. -
Creating Games ART & CS 107 Spring 2013 Schedule Revised April 24, 2013; the Schedule Adapts to Your Interests and Ideas Throughout the Semester
Creating Games ART & CS 107 Spring 2013 Schedule Revised April 24, 2013; the schedule adapts to your interests and ideas throughout the semester. Morning: TR 8:30 – 9:45am Hyperlinks are underlined. Chapter Afternoon: Thu. 1 – 4 pm reading is in McGuire and Jenkins, Office hours: (TCL 308) By appointment Creating Games, A K Peters 2008 + (I’m generally accessible–let me know when is best for you) errata TA hours: See website “Homework” is independent work due at the beginning of the following class session. I encourage you to discuss ideas with other students but your work product should solely be your own. When a written response is appropriate, note that scholarly writing includes citations to primary sources, terse style, appropriate vocabulary and tone, and proper English style. The writing center and my office hours are great resources to improve your writing. “Read” and “Play” material has no specific deadline, but should be done close to that day so that we have a common base for discussion. For games, spend at least two hours in actual gameplay, and try to play with other students in the class. Having played a game (i.e., a social and intellectual activity) with someone will help you to know if you can work together effectively on a project. Unless explicitly noted, you are welcome to play a game on a different (equivalent) platform or with your own copy instead of using the library resource. If you make a reasonable attempt to play a game and it is not available, then you can substitute a different game listed on the course web page. -
Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles
Salvation: Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles A Senior Project Presented To: the Faculty of the Liberal Arts and Engineering Studies Department California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree Bachelor of Arts in Liberal Arts and Engineering Studies by Zachary Griffith June 2017 © Zachary Griffith 2017 Griffith 1 Table of Contents Introduction .................................................................................................................................................. 2 How to Play................................................................................................................................................... 3 Blending Eurogames and 4X ........................................................................................................................ 3 Eurogames ....................................................................................................................................... 3 4X Strategy ....................................................................................................................................... 4 Putting it All Together ...................................................................................................................... 4 Influences ..................................................................................................................................................... 4 The Game Design Process ........................................................................................................................... -
Cold Wars 2019
SPECIAL EDITION AAR: Cold Wars 2019 Inside this AAR: La Art de la Guerre: Camels vs Mongolians DiceMasters: D&D with Dice I Ain't Been Shot Mum: WWII Normandy Hedgerows HMGS Membership Meeting Traveller Ascension: Sci-Fi Boardgame Tiny Epic Galaxies: Sci-Fi Boardgame Against the Odds: Ichi-Go 1944 Boardgame News World at War: Monte Cassino Vietnam: Axis and Allies Miniatures Sushi Go Party: Card Game KingDomino: Kingdom-building Domino Game and News: 1814 Napoleonic Campaign (Apr 28, 2019) Warm Weather, Cold Wars, and Hot Gaming by Russ Lockwood We've had ice, snow, cold, and rain for previous shows, but Cold Wars 2019 was the first one in recent memory to feature sunny weather with temperatures above 70 degrees (that's 21 degrees Celsius for all you International System of Units fans). Not that I'm complaining, because I got in some great gaming, entertaining chatting, and a little sweatin' to the oldies in the walk between Host and dealer hall. Dealers' Hall at 4:14pm Thursday. Setting up for Friday opening. Thursday I wandered around for a look at some of the early games followed by a little chatting with friends and acquaintances. I then moseyed down to the Dealers' Hall (ex-Tennis Barn) for a quick hello amongst the variety of dealers as they set up for the weekend. Then it was back to the main building for more walkabout. La Art de la Guerre Cold Wars is tournament time for a variety of rules, and La Art de la Guerre is no exception. I sat down and watched a friendly tune-up game of doubles between the Camel Corps (Dennis and Allen) and Mongolians (Walt and Don). -
Captial Article.Indd
Club Tackles Board Games from Around the World By WENDI WINTERS, For The Capital It was a cheery group of 22 adults and kids that gathered at the Bay Ridge Christian Church on Bay Ridge Road on a recent Saturday night. They weren’t there to pray, but to play. Specically, they were there to play board games, and not your rainy-day-at-the-beach-house variety like Monopoly or Trouble, either. No, these games are more complex, more engaging, more grown-up. Nearly oblivious to their surroundings, they dove into heaps of tantalizing games that Pierce Ostrander and his wife, Ruth, lugged into the room. It was the rst meeting of the Annapolis chapter of the Games Club of Maryland, and, by any standard, it was a success. Photo: Intriguing stacks of games await club members and guests at the Annapolis area’s rst Games Club of Maryland play night recently at Bay Ridge Christian Church. Photo by: Wendi Winters for The Capital The Maryland gamers have clubs all over the state, including in Silver Spring and Rockville, both of which are hosted by Steve Quade, who showed up in Annapolis to offer his gaming guidance. “We have a network of nearly two dozen locations where players across the state can meet. We even have one in ‘cyberspace.’ Personally, I prefer to play face-to-face,” said Mr. Ostrander. Club events are open to the public. Membership is free. A prospective member only has to attend any three meetings within a single year to sign up. The club’s Web site, www.gamesclubofmd.org, provides club locations and answers frequently asked questions. -
An Experiential Comparative Tool for Board Games
View metadata, citation and similar papers at core.ac.uk brought to you by CORE Replay 1 (3) / 2016; I. CEEGS 2015 Proceedings; Articles / Artykuły http://dx.doi.org/10.18778/2391-8551.03.01 David Chircop An Experiential Comparative Tool for Board Games Introduction As Booth (2015) states, “we are in the midst of a board game renaissance” (p. 2), and with the increased presence of board games in our daily lives comes the increased worth and importance of their analysis as social, textual, and experiential phenome- na. This paper aims to present a comparative tool to help compare and differentiate the traits that make board games different, bringing us a step closer to their understan- ding through their analysis. In this work, when I refer to a board game, I think of a game that comes packaged as a branded game product, most often in a cardboard box (but may be packaged otherwise), which contains all the physical components that make up that game and are required to play, and is generally designed to be played on a tabletop in one sitting, at the end of which there is one or multiple winners or losers. The components generally include one or more of the following: boards, cards, cardboard tiles, playing pieces (pawns, meeples , miniatures, cubes, and dice), cardbo- ard tokens, and some other game-specific components (paper money, player screens, player aids, timers, dice-towers, and so on). This comparative tool takes inspiration from a variety of sources. Aarseth et al. (2003) and Elverdam and Aarseth (2007) have inspired the goals of this tool. -
Board Games: How They Became Family Survival Kits at Christmas
12/15/2016 Board games: how they became family survival kits at Christmas Interiors Board games: how they became family survival kits at Christmas From their beginnings in ancient Egypt to an £8,000 Monopoly set, board games have continued to evolve Billionaire Monopoly with sterling silver-gilt playing pieces, £8,330 geoffreyparker.com DECEMBER 9, 2016 by: Jenny Lee It is the season for selfflagellation: for vaingloriously trying to cook a bird as dry as the desert and too big for the oven; for lying to children and living with the inlaws. Every family has at least one — or a dozen — seasonal survival kits squirrelled under the stairwell, all dusty and dogeared. Draughts and Ludo. Battleship. Monopoly. Cardboard ambulances into which Yuletide anxieties, irritabilities and psychoses can be mainlined. Every family also has at least one — or a dozen — insufferable gamers. Intellectual windbags who defend Scrabble words like PhDs; cutthroats who wallow in Monopoly money like Scrooge. For it is also the season of sitting around a board and enacting revenge on those blood relations who gifted you novelty socks and the third nipple you inherited. This, you murmur as you roll the dice in Yahtzee, is for a year of unanswered emails. That, you weep as you nuke them to oblivion in Risk, was for a childhood of mortification. On a wintry afternoon at the V&A Museum of Childhood in Bethnal Green, east London, children huddle conspiratorially around low tables laid out for Game Plan, an exhibition devoted to board games. They are playing with what looks like a Lego chess set with the https://www.ft.com/content/8cfd0ceeb7b711e6961ea1acd97f622d 1/9 12/15/2016 Board games: how they became family survival kits at Christmas intensity of laboratory scientists. -
Essential Line /2020 Enriching Gamers' Experience Digital Version
ESSENTIAL LINE /2020 ENRICHING GAMERS' EXPERIENCE DIGITAL VERSION To download this catalogue simply scan the QR code or visit: www.gamegenic.com/resources INGENIOUS SUPPLIES Great games deserve amazing supplies to protect them and enhance your gaming experience. We aim to go above and beyond, turning unique experiences into extraordinary. Being gamers ourselves, we love to share this passion by designing products that help to catch the charm and the spirit of the game. We are excited to share with you the first range of our Essential Line. Have fun! www.gamegenic.com All Euro MSRPs include legal value added tax. All US Dollar MSRPs exclude legal value added tax. © 2020 Gamegenic GmbH. Gamegenic is an Asmodee Group company. PREMIUM DECK BOXES Premium materials (Nexofyber surface + microfiber inner lining) SIDEKICK 100+ The magnetic cover is completely removable CONVERTIBLE The convertible Sidekick provides very easy access to a double-sleeved 100-card deck. The Convertible line is designed to present cards in new and unique ways. Remove the lid, attach it to the bottom or start tilting your box in a wide variety of ways. This elegant deck box is manufactured with Nexofyber material and protects cards inside with a soft microfiber lining. Powerful magnets keep it safely closed. FEATURES SPECIFICATIONS Designed to hold up to Product size 104 x 87 x 78 mm 100 double-sleeved cards* Material Nexofyber surface + Sideloading: cards are microfiber inner lining stored horizontally Packaging Type Window Cardboard Box Completely removable cover. -
Title Publisher Boardame Players Assoication 2017 Game Library
Boardame Players Assoication 2017 Game Library contents as of May 6th, 2017 # Title Publisher 1 6 Nimmit Amigo 2 10 Days in Asia Out of the Box 3 10 Days in the USA-(2) Out of the Box 4 24 Suntex 5 1812 - Invasion of Canada Academy Games 6 1989: Dawn of Freedom-(2) GMT Games 7 Abyss Asmodee 8 Ace of Aces Flying Buffalo Inc. 9 Acquire-(2) Avalon Hill/Hasbro 10 Adel Verpflichtet Avalon Hill 11 Adventrure Time Card Wars Cryptozoic 12 Agricola-(2) Z-Man Games 13 Agricola: All Creatures Big & Small Z-Man Games 14 Air Marshall Griggling Games 15 Airlines - Europe Rio Grande Games 16 Alexander the Great Avalon Hill 17 Alhambra- (3) Queen Games 18 Alien Frontiers Clever Mojo 19 Aliens vs. Zombies Victory Point Games 20 Angels One Five Victory Point Games 21 Animal Herders Unknown 22 Aquaretto Rio Grande Games 23 Aquarius Looney Labs 24 Are You the Werewolf? Looney Labs 25 Arena Roma II Queen Games 26 Ark & Noah Elfinwerks 27 Arctic Scavengers (3) Rio Grande Games 28 Arctic Scavengers Recon-(4) Rio Grande Games 29 Article 27 Stronghold Games 30 Attila Blue Orange Games 31 Avalon Indie Cards & Games 32 Aztack Blue Orange Games 33 Bargain Hunter Valley Games 34 Barons Cambridge Game Factory 35 Battle This Clance Morning 36 Battle Sheep Blue Orange Games 37 Battlegroup Lost Battalion 38 Battleline GMT Games 39 Battlestar Galactica: Pegasus Fantasy Flight Games 40 Beep Beep Valley Games 41 Belfort Tasty Minstrel Games 1 of11 Boardame Players Assoication 2017 Game Library contents as of May 6th, 2017 # Title Publisher 42 Bismark Avalon Hill 43 Blackbeard