Masters thesis presentation on Physical | Digital seminar
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Transcript of Masters thesis presentation on Physical | Digital seminar
– comparing the digital and tabletop gaming experience
Ville KankainenSchool of Information Sciences
University of [email protected]
Starting Point• Personal gaming and design history• No previous research on these games• Little research on
board games in general• Hybrid experience?
The Games
• Blood Bowl (BB)– Tabletop fantasy football
miniature game– 1987 (1st ed.)– Jervis Johnson– Games Workshop
• Fumbbl– Java-based online Blood Bowl– 2002 – Christer & SkiJunkie
(javabbclient)– Fan-based– http://fumbbl.com/
Pre-research• Open discussions with experienced players• Own experiences
– playing both games– game design
• Previous study– mm. deBoer & Lamers (2004),
Evan et al. (2011), Krzywinski et al. (2011), Toivonen & Sotamaa (2011)
The Themes 1• Social aspects• Motivation• Lifestyle/ materiality• Visual appearance• Rules and interaction• Game fiction
The Themes 2• Social aspects
– Who to play with, meaning for the enjoyment, social circles, differences...
• Motivation– Why one, the other or both; differences, how
often...
• Lifestyle/ materiality– Daily life, home decoration, identity,
wargaming, collecting...
The Themes 3• Visual appearance
– painting the miniatures (BB), the ease of play, game graphics (fumbbl)...
• Rules and interaction– Game session, typical game actions, house
rules, digital interface (fumbbl), playing styles, cheating, luck/strategy...
• Game fiction– Meaning for the experience, cohesiveness,
bridging the games...
The Study• Pre-researched themes
– autoethnography, open discussion, previous research
• Around 10 semi-structured interviews– players as co-researchers?
• Jørgensen (2012)
• (auto-) Ethnography– playing the game, analyzing the forums
• Grounded theory or frame analysis?
BibliographyDe Boer, C., J. & H., L., Maarten, 2004. Electronic Augmentation of Traditional Board Games. Available at: http://www.maartenlamers.com/docs/deboer-catan-icec2004.pdf [Accessed October 1, 2012].Evan, B. et al., 2011. Chores Are Fun: Understanding Social Play in Board Games for Digital Tabletop Game Design. Available at: http://www.digra.org/wp-content/uploads/digital-library/11307.16031.pdf.Jørgensen, K., 2012. Players as Coresearchers Expert Player Perspective as an Aid to Understanding Games. Simulation & Gaming, 43(3), pp.374–390.Krzywinski, A., Chen, W. & Røsjø, E., 2011. Digital board games: peripheral activity eludes ennui. In Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces. pp. 280–281. Available at: http://dl.acm.org/citation.cfm?id=2076415 [Accessed May 7, 2013].Toivonen, S. & Sotamaa, O., 2011. Of discs, boxes and cartridges: the material life of digital games. Available at: http://www.digra.org/dl/db/11312.23263.pdf [Accessed April 26, 2013].