More Than a Gimmick - Digital Tools for Boardgame Play

Author:

Rogerson Melissa J.1,Sparrow Lucy A.1,Gibbs Martin R.1

Affiliation:

1. The University of Melbourne, Melbourne, VIC, Australia

Abstract

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.

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Networks and Communications,Human-Computer Interaction,Social Sciences (miscellaneous)

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