More Than a Gimmick - Digital Tools for Boardgame Play

2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-23
Author(s):  
Melissa J. Rogerson ◽  
Lucy A. Sparrow ◽  
Martin R. Gibbs

Despite increasing interest in the use of digital tools in boardgames for both commercial and research purposes, little research has to date explored how and why these tools are used. We interviewed 18 professionals working in the boardgame industry to explore the combination of digital tools and tabletop play, which affords new experiences and opportunities for both players and designers. We generated five key themes from the interview data. Participants engaged with ontological questions about the fundamental nature of games; they showed strong opinions about the use of digital tools; they discussed the impacts of digital tools for game design as well as in their design practice; they raised concerns about the costs to develop and maintain such tools; and they considered how they affect the in-game player experience. From these themes, we generate five design principles for digital tools for boardgame play: traceability, completeness, integration, privacy, and materiality. Grounded in empirical data, these design principles guide game designers and researchers seeking to explore this novel design space. Our research focuses attention on the role of digital components in play and on the need for thoughtful implementation that considers the entire lifecycle of the game, from development through publication and, ultimately, archival access.

Author(s):  
Karol Kowalczuk

The text presents the complexity of the educational process taking place during the period of digital transformation and the role of the teacher in the changing didactic reality. The need to modify the existing digital tools adapted to the requirements of modern students was pointed out. The author’s assumption was to draw attention to computer games that can be part of the strategies for creating effective teaching tools tailored to the needs of digital natives. The article presents the features of games that may be key to the effective use of gaming in teaching. It also presents the strategy of educational game design. Despite the research conducted on the use of the potential of computer games in education, this topic still does not seem to be sufficiently exhausted, as exemplified by the teachers’ approach to virtual reality of games, which they mostly treat only as a ludic area.


Author(s):  
Preety Khatri

There are several uses of artificial intelligence in games that are useful for the better game design. With the help of AI, we can improve the games in different ways by simply playing them. In the game industry, when artificial intelligence of the game enhances to the profitable value of the game, this adds to better game reviews, which results to improve the experience of the player. By using AI, we can control both the player as well as non-player characters of the game. AI emphasizes on optimizing the performance of play, which means to measure the degree to which a player comes across the goals of the game, in case of player character. Whereas the role of AI in case of a non-player character emphasizes automatic game balancing mechanisms as well as allow dynamic difficulty adjustment. The use of AI for the empathetic player experience can improve and drive the design process of games. This chapter explores gaming with AI.


2020 ◽  
Vol 7 (3) ◽  
pp. 3-20
Author(s):  
Vanissa Wanick ◽  
Chaiane Bitelo

This paper reviews the current body of literature on participatory design (PD) for game design, including participatory design elements, participatory design in education, and the current challenges that game designers and developers encountered. This paper also contains the findings of a survey among game designers in Brazil (N=29) concerning their use of participatory design techniques during the design process in their studios. The survey results show that playtesting is the most common technique that they utilise in order to improve player experience. Several of the respondents admitted that they have considered player participation during other stages of game development. This paper is concluded with a critical overview of the role of participatory design in game design and potential uses for games for learning. The literature and survey-based findings in this paper may be of benefit to game design scholars and designers who are intent on critically analysing the use of participatory design in the game design process.


Author(s):  
Salma Shickh ◽  
◽  
Sara A. Rafferty ◽  
Marc Clausen ◽  
Rita Kodida ◽  
...  

2021 ◽  
Vol 5 (2) ◽  
pp. 5
Author(s):  
Aatish Neupane ◽  
Derek Hansen ◽  
Jerry Alan Fails ◽  
Anud Sharma

This article reviews 103 gamified fitness tracker apps (Android and iOS) that incorporate step count data into gameplay. Games are labeled with a set of 13 game elements as well as meta-data from the app stores (e.g., avg rating, number of reviews). Network clustering and visualizations are used to identify the relationship between game elements that occur in the same games. A taxonomy of how steps are used as rewards is provided, along with example games. An existing taxonomy of how games use currency is also mapped to step-based games. We show that many games use the triad of Social Influence, Competition, and Challenges, with Social Influence being the most common game element. We also identify holes in the design space, such as games that include a Plot element (e.g., Collaboration and Plot only co-occur in one game). Games that use Real-Life Incentives (e.g., allow you to translate steps into dollars or discounts) were surprisingly common, but relatively simple in their gameplay. We differentiate between task-contingent rewards (including completion-contingent and engagement-contingent) and performance-contingent rewards, illustrating the differences with fitness apps. We also demonstrate the value of treating steps as currency by mapping an existing currency-based taxonomy onto step-based games and providing illustrations of nine different categories.


Author(s):  
Meenu Sethu ◽  
Dan Nathan-Roberts

Traditional banks and financial institutions have witnessed a profound transformation to electronic banking with the rise of the internet over the last two decades. However, most digital banking customers do not feel that the activity of managing their money and making online transactions is exciting or enjoyable. The gamification of e-banking systems is a novel approach for promoting customer engagement that is gaining popularity. This work reviews the factors influencing the adoption of e-banking and how gamification can be used to improve customer engagement, loyalty, and financial wellbeing. An exploration of the most extensively used game design elements in gamified e-banking applications suggests that the use of certain game mechanics and characteristics can be effective in creating enjoyable banking experiences. Based on this research, a set of guidelines is provided for designers and practitioners for introducing game principles in e-banking applications.


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