Decoupling Aspects in Board Game Modeling

Author(s):  
Fulvio Frapolli ◽  
Amos Brocco ◽  
Apostolos Malatras ◽  
Béat Hirsbrunner

Existing research on computer enhanced board games is mainly focused on user interaction issues and look-and-feel, however, this overlooks the flexibility of traditional board games when it comes to game rule handling. In this respect, the authors argue that successful game designs need to exploit the advantages of the digital world as well as retaining such flexibility. To achieve this goal, both the rules of the game and the graphical representation should be simple to define at the design stage, and easy to change before or even during a game session. For that reason, the authors propose a framework allowing the implementation of all aspects of a board game in a fully flexible and decoupled way. This paper will describe the Flexiblerules approach, which combines both a model driven and an aspect oriented design of computer enhanced board games. The benefits of this approach are discussed and illustrated in the case of three different board games.

Author(s):  
Fulvio Frapolli ◽  
Amos Brocco ◽  
Apostolos Malatras ◽  
Béat Hirsbrunner

Existing research on computer enhanced board games is mainly focused on user interaction issues and look-and-feel, however, this overlooks the flexibility of traditional board games when it comes to game rule handling. In this respect, the authors argue that successful game designs need to exploit the advantages of the digital world as well as retaining such flexibility. To achieve this goal, both the rules of the game and the graphical representation should be simple to define at the design stage, and easy to change before or even during a game session. For that reason, the authors propose a framework allowing the implementation of all aspects of a board game in a fully flexible and decoupled way. This paper will describe the Flexiblerules approach, which combines both a model driven and an aspect oriented design of computer enhanced board games. The benefits of this approach are discussed and illustrated in the case of three different board games.


2021 ◽  
Vol 28 (2) ◽  
Author(s):  
Mohammad Derakhshandi ◽  
Shekoufeh Kolahdouz-Rahimi ◽  
Javier Troya ◽  
Kevin Lano
Keyword(s):  

2021 ◽  
Author(s):  
Alexandra Xiaoyi Kjorven

Traditional tabletop board games have soared in popularity in recent years, and used often as tools for education and entertainment. Board games are an especially engaging format for studying themes of collective-action problem solving. This study looks at one of the most complex collective-action problems of this generation, climate change, and evaluates how individual attitudes and preferences may be altered by playing a board game specifically designed to influence how people relate to an issue. The board game Wheels was introduced and taught to 18 participants, who engaged in five separate playtesting sessions where observation, survey and interview data were collected. The study evaluates participants' attitudes and preferences toward certain transportation and climate change topics before and after playing the game. The game showed promise in changing players' preferences toward certain modes of transportation - increasing preferences toward electric vehicles and cycling, and decreasing preference towards gas powered cars. These findings indicate that the effective combination of select climate change game mechanics in a highly personalized theme may produce an engaging and entertaining experience that has the potential to transcend the game board and impact players' outlook upon real life choices.


CJEM ◽  
2019 ◽  
Vol 21 (S1) ◽  
pp. S85
Author(s):  
S. Hale ◽  
T. Chan

Introduction: In 2016, a team at McMaster began developing GridlockED, an educational (or “serious”) board game designed to teach medical learners about patient flow in the emergency department. As serious board games are a relatively new phenomenon in medical education, there is little data on how marketed games are actually used once received by end-users. In this study our goal was to better understand the demographics and game usage for purchasers of the GridlockED board game, which will inform the further improvement or expansion of the game. Methods: Individuals who expressed interest in purchasing gridlockED via our online storefront were sent an anonymous online survey via Google Form. The survey collected demographic and qualitative data with a focus on the respondent's role in medicine, how they have used GridlockED, who they have played GridlockED with, and what changes or additions to GridlockED they would like to see. We also asked about changes for a potential mass-market version of the game targeted towards non-medical individuals. Individuals who did not purchase the game were asked about their barriers to purchase. We received an exemption for this study from our institutional review board. Results: 42 responses (out of 300 individuals on our mailing list, 14% response rate) were collected. Responding purchasers were from 16 different roles in healthcare and 11 different countries. The top 5 roles were: EM trainee, Community EM MD, Academic EM MD, Physicians from other specialties, and EM program director. The majority of respondents were Canadian (38%), with America (21%), New Zealand (10%), and Turkey (7%) the only other countries to have more than 2 respondents. 50% reported having played the game, with the most common use cases being for fun (76%), for teaching trainees (33%) or training with colleagues (19%). For those who did not purchase, price was the largest barrier (81%). 50% of respondents expressed interest in a disaster scenario expansion pack, with 33% interested in set lesson plans. Conclusion: GridlockED attracted interest from a wide range of medical professionals, both in terms or role and location. Users mainly reported using the game for fun, with fewer users using the game for teaching/training purposes. The main barrier to purchase was the game's price.


2015 ◽  
Vol 12 (7-8) ◽  
pp. 623-649 ◽  
Author(s):  
Jonathan Barbara

Comparison of user experience between multiplayer digital games and board games is largely unexplored in the literature, with no instrument found to suitably measure user experience across game formats. This study explores the use of the Social Presence module of the Games Experience Questionnaire to measure user experience in a multiplayer board game involving 12 participants across 3 separate sessions. Scale analysis and correlation with semistructured interviews held with the participants suggest that the instrument is reliable and valid and can thus be used for measurement and comparison of user experience across game formats. The Games Experience Questionnaire can therefore be used to scale-up board game research by diminishing reliance on interviews as well as to assist in the choice between digital and nondigital implementation of gameplay forming part of an overarching story, such as in transmedial productions.


2006 ◽  
Vol 86 ◽  
pp. 330-345
Author(s):  
Ian Payne

H J R Murray, the distinguished board games historian, stated categorically in 1952 that the popular Germanic game of tæfl (more specifically referred to in a ninth- to twelfth-century Norse context as hnefatafl), a game entirely of skill, was the only board game played in Anglo-Saxon England. But Old English literary evidence might pose a challenge to Murray's thesis, and could be taken to suggest that the English also played games of chance (perhaps even tabula, an ancestor of backgammon) in the first millennium AD.


2020 ◽  
Vol 4 (2) ◽  
pp. 90-100
Author(s):  
Muhammad Darrin Zuhri ◽  
Kusyairi Kusyairi

Abstrak: Pengajaran Speaking (berbicara) sangatlah penting. Kenyataannya, banyak siswa mendapatkan masalah untuk berbicara bahasa Inggris dan mendapatkan motivasi belajar yang rendah. Tujuan dari penelitian ini adalah untuk menguji apakah board game dapat meningkatkan keterampilan berbicara siswa di kelas VIII MTs Nahdlatun Nasyin Kadur pamekasan dan untuk mengetahui faktor-faktor yang mempengaruhi meningkatkan keterampilan berbicara. Penelitian ini diklasifikasikan ke dalam tindakan kelas penelitian. Data dikumpulkan melalui penilaian, observasi, dan wawancara. Temuan penelitian ini telah menjawab pertanyaan penelitian, bahwa menggunakan permainan papan game (board games) dapat meningkatkan keterampilan berbicara siswadi MTs Nahdlatun Nasyiin Kadur Pamekasan. Board game (papan permainan) adalah bentuk permainan yang sangat menyenangkan sehingga bisa memberikan tanmbahan semangat untuk bisa berbicara bahasa Inggris dengan mudah dan cepat.  Teknik ini sangat berguna untuk meningkatkan siswa keterampilan berbicara dan motivasi belajar.   Kata kunci: Keterampilan, berbicara, papan permainan   Abstract: Teaching Speaking is very important. In fact, many students have problems speaking English and getting low learning motivation. The purpose of this study is to test whether board games can improve the speaking skills of students in class VIII of MTs Nahdlatun Nasyin Kadur village and to find out the factors that influence improving speaking skills. This study was classified into research class actions. Data is collected through assessment, observation, and interviews. The findings of this study have answered the research question, that using board games can improve the speaking skills of students at MTs Nahdlatun Nasyiin Kadur Pamekasan. A board game is a form of play that is very fun so it can provide a lot of enthusiasm to be able to speak English easily and quickly. This technique is very useful for improving students' speaking skills and learning motivation.   Keywords: Skills, Speaking, Board game


2021 ◽  
Author(s):  
Hannah Fair

The figure of the island as a metonym for the planet is central to many allegories of the Anthropocene. These allegories build upon pre-existing discourses of islands as remote, vulnerable, and timeless, and often portray contemporary island nations as helpless, doomed, and disposable. This article focuses on one allegorical terrain that has received limited discursive and cultural analysis: analogue board games. Board game representations of islands are relevant to island studies both due to the popularity of island themes and because of the resonances between common island imaginaries and the form of board game play itself. Looking at three explicitly island-themed board games (Taluva, Vanuatu, and Spirit Island), I explore the extent to which these games reiterate or contest discourses of islands as sites of ahistorical insularity and alterity. I investigate the presence and absence of islanders in these fictional landscapes, the relationship between these ludic cartographies and imaginaries of ecological collapse and environmental intervention, and the articulations of nature, humanity, and empire that are literally at play. Particularly in the case of Spirit Island, these board game representations reflect the potential for the figure of the island to be reconfigured in order to imagine the Anthropocene otherwise.


2019 ◽  
Vol 13 (1) ◽  
pp. 111-122
Author(s):  
Zala Pavšič

This article on the Yugoslavian version of the board game Monopoly is based on the assumption that things make people. In accordance with this a concept, the contribution begins with a historical overview of the development of this game in the United States, from its origins when it spreads around the country as a popular game, to the current day, when Monopoly is marketed a leading corporation in the field of board games, Hasbro. The popularity of the game is also evident from its presence in the public space in the form of metaphors: because of its emphasis on trading, it is sometimes referred to “greed”, and in the Balkans it can also serve as a metaphor for the nation state.In the memories of my interlocutors who helped me with their testimonies, the Yugoslav version of Monopoly is associated with pleasant memories: especially of childhood, youth and relatives or friends with whom they used to play the game. In my interviews I focused on two topics which did not play such a significant role in the testimonies of the interlocutors, but were, however, common in the testimonies of interviewees who got acquainted with the game as children: to the question of the supposed superiority of Slovenia, as Bled and Bohinj were the most expensive properties, and the presumption that Monopoly is a game which can reproduce cultural memory, in this case knowing the geography of the former common state. The thesis on Slovene superiority proved to rely on generations to which my interviewees belonged, since it appeared especially in the answers of the interlocutors who were born in the late 1980s. Hence, I assume that this thesis was more likely a projection of the outside reality of my interlocutors into the game than vice versa.Analysing the answers of my interlocutors more thoroughly, I reached the conclusion that Monopoly often appeared as the first reference through which they heard about a certain resort in the regions of the former Yugoslavia. This means that Monopoly contained traces of cultural memory which other sources of our everyday lives, education and upbringing ceased to transmit.


2020 ◽  
Vol 7 (4) ◽  
pp. 89-104
Author(s):  
Ju-May Wen ◽  
Hai Dung Do ◽  
Eric Zhi-Feng Liu ◽  
Chun-Hung Lin ◽  
Shihping Kevin Huang

The purpose of this study is to compare the impacts of flashcard and board games on the learning motivation, flow experience, and learning outcomes of learners of Chinese language. The subjects of this research were 34 learners who took beginner Chinese courses. Empirical research found out that both flashcard and board games have positively significant effects on learners’ learning motivation, flow experience and learning outcomes. In which, learners in the board game group have significantly higher learning outcomes than those in the flashcards group. However, the learning motivation and flow experience of the flashcard group are significantly higher than that of the educational board game group.


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