How Boardgame Players Imagine Interacting With Technology

Modern digitally-augmented boardgames have, with few exceptions, relied primarily on mobile devices rather than taking advantage of other components such as microcontrollers, sensors, and actuators. What alternative shapes might such games take? And what types of player experiences might such games support? To begin to map out answers to these questions, we collected information about how 31 hobbyist boardgame players envision interacting with technology in future analogue-digital hybrid games, using a rapid idea generation activity. We employed a qualitative content analysis approach to identify their envisioned game components, player interactions with these components, and game effects triggered by these interactions. From this analysis, we constructed a taxonomy of analogue-digital hybrid board games as envisioned by players. This paper uses the taxonomy to organise a detailed discussion of players' imagined interactions. This work thus contributes a player-centric exploration of the design space of hybrid digital-analogue games, with the aim of inspiring new, alternative approaches to boardgame design. Based on the taxonomy, we have additionally released a free and open-source ideation card deck to support new avenues into the design of future hybrid games.

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Institutions

Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2024-10-14
DOI
https://doi.org/10.1145/3677078
Citations
4
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.16

Funders

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article

How Boardgame Players Imagine Interacting With Technology

Rebecca Fiebrink, Nathan Hughes, Timea Farkas
4 citations
Proceedings of the ACM on Human-Computer Interaction
Educational Games and Gamification
3.16
article

How Boardgame Players Imagine Interacting With Technology

Rebecca Fiebrink, Nathan Hughes, Timea Farkas
article en
4 citations

Abstract

Modern digitally-augmented boardgames have, with few exceptions, relied primarily on mobile devices rather than taking advantage of other components such as microcontrollers, sensors, and actuators. What alternative shapes might such games take? And what types of player experiences might such games support? To begin to map out answers to these questions, we collected information about how 31 hobbyist boardgame players envision interacting with technology in future analogue-digital hybrid games, using a rapid idea generation activity. We employed a qualitative content analysis approach to identify their envisioned game components, player interactions with these components, and game effects triggered by these interactions. From this analysis, we constructed a taxonomy of analogue-digital hybrid board games as envisioned by players. This paper uses the taxonomy to organise a detailed discussion of players' imagined interactions. This work thus contributes a player-centric exploration of the design space of hybrid digital-analogue games, with the aim of inspiring new, alternative approaches to boardgame design. Based on the taxonomy, we have additionally released a free and open-source ideation card deck to support new avenues into the design of future hybrid games.

Proceedings of the ACM on Human-Computer InteractionVol. 8(CHI PLAY)
University of York (GB), Goldsmiths University of London (GB), University of the Arts London (GB)
Engineering and Physical Sciences Research Council
Openalex Percentile: Top 8%
Educational Games and Gamification
3.16
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How Boardgame Players Imagine Interacting With Technology — Rebecca Fiebrink, Nathan Hughes, et al. · Proceedings of the ACM on Human-Computer Interaction (2024) | TGRS Research Map | TGRS