Evaluating the Advantages of Physical and Digital Elements in Hybrid

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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. Lastly, I would like to thank my family for the continuous financial and emotional support when either was needed. They never left any doubt that they will stand behind anything I may choose to pursue, and it was that support that enabled me to fully concentrate on my studies. 2 I. Abstract Digital games have constantly become more popular over the last decade, while board games are still relevant with local communities and conventions dedicated to them. With the advent of multitouch devices for the mass market, the genre of digital board games has become more and more viable. Less prevalent however are hybrid games that combine physical and digital elements, despite the potential they offer: By combining the advantages of both, unique games can be created that could not exist otherwise. This thesis attempts to find the advantages that physical and digital elements provide. Based on these findings, game concepts and prototypes are created. Finally, comparative user tests between hybrid versions and purely digital touch-only versions are conducted to see how the addition of physicality changes the games. Keywords: Hybrid Game, Tabletop Game, Tangible User Interface, Multitouch Table Kurzfassung Digitale Spiele existieren nun seit weit über einem Jahrzehnt und werden zunehmend beliebter. Brettspiele bleiben ebenfalls relevant, mit lokalen Communities und größeren Messen, die ihnen gewidmet sind. Seit Multitouch-Geräte gebräuchlich geworden sind, sieht man auch immer mehr digitale Gesellschaftsspiele. Weniger gebräuchlich jedoch sind Hybrid-Spiele, die physische und digitale Aspekte miteinander kombinieren, obwohl diese doch neue Möglichkeiten eröffnen: Die Erstellung von einzigartigen Spielen, die die Vorteile beider Welten kombinieren und sonst nicht existieren könnten. Diese Arbeit versucht die Vorteile zu finden, die physische und digitale Elemente bieten. Auf der Basis dieser Erkenntnisse werden dann Spielkonzepte und Prototypen erstellt. Schließlich werden Benutzertests durchgeführt, die diese Hybrid-Prototypen mit rein digitalen touchbasierten Versionen vergleichen, um herauszufinden, wie die physischen Komponenten die Spiele verändern. 3 II. Table of Contents I. Abstract ........................................................................................................................................................................ 3 II. Table of Contents ...................................................................................................................................................... 4 III. Table of Figures .................................................................................................................................................... 8 1 Introduction ............................................................................................................................................................. 10 1.1 Motivation ....................................................................................................................................................... 10 1.2 Goals .................................................................................................................................................................. 10 1.3 Structure .......................................................................................................................................................... 11 2 Definitions ................................................................................................................................................................ 11 2.1 Physical/Digital/Hybrid ........................................................................................................................... 11 2.2 Tabletop Game .............................................................................................................................................. 12 2.3 Board Game .................................................................................................................................................... 12 2.4 Digital Board Game ..................................................................................................................................... 12 3 Related Work ........................................................................................................................................................... 13 3.1 Hybrid Games ................................................................................................................................................ 13 3.2 Comparisons between Input Modes .................................................................................................... 16 4 Tangible User Interfaces and Tangible Interaction ................................................................................. 17 4.1 Introduction ................................................................................................................................................... 17 4.2 Frameworks ................................................................................................................................................... 17 4.2.1 Tangible User Interfaces ................................................................................................................. 17 4.2.2 Tangible Interaction .......................................................................................................................... 18 4.2.3 Reality-Based Interaction ............................................................................................................... 19 4.3 Uses of Tangible Interfaces ...................................................................................................................... 20 4.4 Example Devices .......................................................................................................................................... 21 4.4.1 Multitouch Tables with Marker Recognition .......................................................................... 21 4.4.2 castAR ..................................................................................................................................................... 25 4.4.3 Multitouch Tablet Accessories ...................................................................................................... 26 4.4.4 Siftables/Sifteo Cubes ...................................................................................................................... 27 4.4.5 Thumbles ............................................................................................................................................... 29 4 4.4.6 inFORM ................................................................................................................................................... 30 5 Physical/Digital/Hybrid Games ...................................................................................................................... 32 5.1 “Board Games” as a Genre ........................................................................................................................ 32 5.1.1 Transparent Rules ............................................................................................................................. 32 5.1.2 Limited Complexity ........................................................................................................................... 32 5.1.3 Physical Components ....................................................................................................................... 32 5.1.4 Turn-Based Play ................................................................................................................................. 34 5.1.5 Interesting Exceptions ....................................................................................................................
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