Session:「Playing around the table」

KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173740

論文アブストラクト: When player skill levels are not matched, games provide an unsatisfying player experience. Player balancing is used across many digital game genres to address this, but has not been studied for co-located augmented reality (AR) tabletop games, where using boosts and handicaps can adjust for different player skill levels. In the setting of an AR table football game, we studied the importance of game balancing being triggered by the game system or the players, and whether player skill should be required to trigger game balancing. We implemented projected icons to prominently display game balancing mechanics in the AR table football game. In a within-subjects study (N=24), we found players prefer skill-based control over game balancing and that different triggers are perceived as having different fairness. Further, the study showed that even game balancing that is perceived as unfair can provide enjoyable game experiences. Based on our findings, we provide suggestions for player balancing in AR tabletop games.

日本語のまとめ:

ARテーブルゲームにおけるブーストとハンディキャップを用いたゲームバランス調整を検討した。本研究ではフーズボールをAR拡張したシステムであるKickARを用いてプレイヤーへの影響を調査した。

Cooperating to Compete: the Mutuality of Cooperation and Competition in Boardgame Play

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173767

論文アブストラクト: This paper examines the complex relationship between competition and cooperation in boardgame play. We understand boardgaming as distributed cognition, where people work together in a shared activity to accomplish the game. Although players typically compete against each other, this competition is only possible through ongoing cooperation to negotiate, enact and maintain the rules of play. In this paper, we report on a study of people playing modern boardgames. We analyse how knowledge of the game's state is distributed amongst the players and the game components, and examine the different forms of cooperation and collaboration that occur during play. Further, we show how players use the material elements of the game to support articulation work and to improve their awareness and understanding of the game's state. Our goal is to examine the coordinative practices that the players use during play and explicate the ways in which these enable competition.

日本語のまとめ:

ボードゲームにおける協力と競争の複雑な関係を考察した。数種類のボードゲームで調査したところ、プレイヤは互いの勝利のために協力するのではなく、互いが遊ぶことを助け、誰かが勝利するようにゲームをプレイすることがわかった。

Utilizing Narrative Grounding to Design Storytelling Gamesfor Creative Foreign Language Production

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173771

論文アブストラクト: Foreign language students must learn to use language creatively to overcome knowledge gaps and keep readers or listeners interested. However, few tools exist to support practicing this skill. Therefore, we set out to explore design of storytelling games for practicing creative language use. Through an iterative design process, we identified narrative grounding (establishing common ground for collaborative narrative) as key to student engagement and learning. However, designing games for narrative grounding while keeping the game flexible enough to easily accommodate teacher goals is challenging. Considering this challenge, we designed a collaborative storytelling game where students help scaffold the narrative and teachers can easily integrate language goals with "language cards". In an in-classroom evaluation with 36 students, we show the importance of narrative grounding for learning. Qualitative evidence also suggests narrative grounding makes the game more engaging for players. We conclude with discussion of design implications for digital language learning tools.

日本語のまとめ:

外国語を学ぶ学生のための言語の創造的な使い方を学ぶ支援するストーリーテリングゲームを作成した。プレイヤは物語の背景に基づいて指定された言語を用いて物語を組み立てる。

Extracting Design Guidelines for Wearables and Movement in Tabletop Role-Playing Games via a Research Through Design Process

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174087

論文アブストラクト: We believe that wearables and movement are perfect fit for enhancing tabletop role-playing (TTRPG) experience, since they can provide embodied interaction, are perceived as character-costumes, enhance ludic properties and increase the connectedness to the imaginary game worlds. By providing these improvements, they can increase the immersiveness and player/character relationship which are critical for an ideal TTRPG experience. To investigate this underexplored area, we conducted an extensive research through design process which includes a (1) participatory design workshop with 25 participants, (2) preliminary user tests with Wizard-of-Oz and experience prototypes with 15 participants, (3) production of a new game system, wearable and tangible artifacts and (4) summative user tests for understanding the effects on experience with 16 participants. As a result of our study, we extracted design guidelines about how to integrate wearables and movement in narrative-based tabletop games and communicate how the results of each phase affected our artifacts.

日本語のまとめ:

TTRPGのためのウェアラブルと身体動作ベースのゲームデザインの調査を行なった。調査の結果、ウェアラブルと身体動作ベースのゲームプレイはTTRPGで重要なプレイヤとキャラクタの一体感や没入感を高めることが示された。