Physical vs Digital Tabletop Games Andreas Larsson Jonas Ekblad Main field: Computer Science Program: Game Development Bachelor thesis 15 credits Spring 2020 Supervisor: José Maria Font Fernandez Examiner: Alberto Enrique Alvarez Uribe Final seminar: 1 June 2020 1 Physical vs Digital Tabletop Games Abstract This paper shows the difference in User Experience between Physical and Digital tabletop games. The goal of the project is to get an understanding of how and why playing tabletop games differentiates depending on the platform. Seven tabletop games have been chosen from different genres with an official digital adaptation. We’ve measured four key factors, Usability, Aesthetics, Social Connectivity and Engagement. The key factors have been used to gather User Experience metrics that were used to compare the digital and physical versions of the tabletop games. The result from this thesis is that physical tabletop games have a higher rating than the digital versions in all key factors except in usability where the differences were miniscule. Games that rely on imperfect information offer a much higher social connectivity and engagement when it’s played around a table. Games relying on tile-placement offers a higher usability and engagement when played digitally due to the assistance provided by the game. Physical tabletop games are the preferred option of the two but the accessibility of the digital versions makes them remain relevant. 1. Introduction Tabletop games have been around for thousands of years [1] and are now at their peak [2]. Games like Talisman, Magic: The Gathering and other popular titles are showing up on the digital platform. The digital versions make games more accessible than their physical versions. The online mode also gives the user a quick access to play with friends or strangers. Thanks to the digital adaptations, you can bring hundreds of tabletop games on your laptop instead of carrying around the physical games that stack up and take up space. Playing tabletop games on the computer might change User Experience. Chief Marketing Officer of Asmodee Digital, Phillipe Dao claims “You can't really recreate the exact transposition of a physical board game to a digital platform; it's not possible,”. He further claims ”You can't replace the fact that you're playing with friends or family around the table and all the social interactions that you can have... So from this point of view you never have cannibalisation because it's a different experience” [3]. Researching this would let future developers or researchers make a better estimate of success concerning transitioning their tabletop game to digital. As well as what to expect concerning what users want in digital versions. This study aims to fill this gap by first analysing seven tabletop games and their digital versions to 2 determine how they differ in terms of gameplay mechanics. The selection was made to cover the majority of existing genres. Following that a testphase where playtesters play both the physical and digital versions of the games while being monitored for reactions, conversations and mood. After finishing a set amount of sessions the participants are given a questionnaire. These will be the go to source of information to measure the user experiences. 1.1 Research Questions RQ1: What do players prefer in physical over digital tabletop games, or the opposite? RQ2: What aspects of the game disappear in its digital implementation and is this a good thing? RQ3: How does impressions of the game mechanics vary between the digital and physical version? 2. Related Research 2.1 Game Analysis Clara Fernández-Vara describes how a game analysis should start with the participants playing the game extensively and critically. Playing critically requires making a series of choices about how to play since our choices may yield different information, we have to be methodical and aware of what we do while we play. This is followed by analysing the game context and mechanics. Clara Fernández-Vara suggests using these questions for describing the gameplay mechanics [4]. ● What does the player do in the game? ● What are the verbs that describe the basic actions? ● What are the core mechanics of the game? ● How are they meaningful? ● Which actions are less frequent? ● How does the player perform the actions in the game? Fernández further explains about elements such as surprising aspects of the interactions, assumptions made by the game, frustrations, recurring patterns and relationships with the context. 2.2 Measuring the User Experience In 2008, a book named Measuring the User Experience by William Albert and Arthur Thulis took up methods of how to measure UX (User Experience) data[5]. They believe that the UX revolves around 3 characteristics. ● A user is involved ● That user is interacting with a product, system, or really anything with an interface ● The users’ experience is of interest, and observable or measurable UX’s is increasingly getting a more important role as the product's complexity is getting more complex. With the use of UX in the development of complex products, there’s a possibility for them to still remain efficient, user friendly and engaging. Some of the metrics they take up as important are: task success, 3 user satisfaction, and errors. There are several questions that are needed to be answered between the physical and digital board games: ● Will the product be recommended by the users? ● Is the digital product more efficient than its physical counterpart? ● Are the core mechanics improved in the digital adaptation? ● How does the UX of this product compare with the other version? The benefit of using UX metrics is measuring the magnitude of an issue instead of being an assumption. In this study the focus is comparing the UX between tabletop games with their digital counterpart. The ideal way of doing this, according to William Albert and Thomas Tullis, is by using the following steps; Task Success, Efficiency, Self-reported Metrics and Combined & Comparative Metrics. Task success measures that the user is able to perform certain tasks without help. Efficiency revolves around the time required to complete a task. An example of such a task would be placing tokens or setting up a session. The impact of efficiency may give interesting results as in the digital versions, most menial tasks such as shuffling a deck, dealing out cards and keeping the score are automatically managed, saving the user time. On the other hand, the time it takes to manage these tasks could potentially add to the social aspect as it gives them an opportunity to converse [6]. Self-Reported Metrics are metrics we gather by asking the participants about their experience. This will be managed by constructing questionnaires using a method known as GUESS[11]. These questionnaires will be using a Likert scale that is a statement which the users rate their level of agreement. The statements are from a positive standpoint and are scaled from 1-7 where high values are positive responses. Last step, Combined & Comparative metrics about what to do once all data has been gathered. As the name suggests, the data will be combined and then compared to one another. The comparisons will mostly be focused on physical and digital versions of each game but it can also be used to compare all physical and digital games as a whole. 2.3 Rise of board games The popularity and production of board games has had a steady increase ever since the 1950s with a couple of spikes here and there. One of the earlier spikes occurred around 1979 when the award Spiel de Jahres (“Game of the Year”) was introduced, awarding the best Card and Tabletop game of the year [7]. It was during the introduction of the class Eurogame, also known as German-style board game, that the production of games made the most significant spike. These are games that generally require the player to put in more thought and planning into their decision than party games. The most noticeable Eurogame was Settlers of Catan that was introduced 1995. After this the interest of tabletop games has increased and become more accessible due to the availability of various media. The Internet and Social Media gave players possibilities to connect and build communities. The online forum and game database Boardgamegeek rank went from 6000th to 2700th on the Most Popular Website between the years 2012-2020 [8]. 4 Youtube and other streaming media offered ways to observe gameplay and reviews that has contributed to the increased interest in tabletop games. There are more reasons behind how and why tabletop games have grown in production and popularity but these are what’s considered the most important. Milestones: ● Spiel de Jahres ● Settlers of Catan ● Pandemic ● Kickstarter ● TabletTop Show Figure 2.3.1 Represents the number of board games published every year up to 2015 [9]. “According to ICv2, a trade publication that covers board games, comic books, and other hobbyist products, sales of hobby board games in the U.S. and Canada increased from an estimated $75 million to $305 million between 2013 and 2016, the latest year for which data is available” [10]. 3. Description of Method In this study we are going to figure out how the player experience may vary depending on what platform they’re playing on. As a player may enjoy rolling the dice, they may not enjoy the micro management of the pieces. We’ve avoided tools/games that aren't considered an official digital adaptation of the games. The importance of leading playtests in a correct manner will be crucial. Playtests run without preparation could lead to a faulty result. Also the importance of knowing what to look for and the most optimal way of gathering information and reaching a correct conclusion.
Details
-
File Typepdf
-
Upload Time-
-
Content LanguagesEnglish
-
Upload UserAnonymous/Not logged-in
-
File Pages47 Page
-
File Size-