Facilitated Tabletop Games in a Mediated Environment

H.N. aan het Rot, L.J. Kortmann, A. Verbraeck, G. de Vries, M. Kooreman, B.J.E. de Bruin

Research output: Chapter in Book/Conference proceedings/Edited volumeConference contributionScientificpeer-review

16 Downloads (Pure)

Abstract

Tabletop games that require the aid of a human facilitator are typically designed for a physical environment. However, during the COVID-19 pandemic, lockdown measures prevented people from gathering. Therefore, tabletop games were sometimes played and facilitated in a mediated environment using online communication tools instead. But this setting possibly deteriorates the players’ game experience. To understand the effect of playing facilitated tabletop games in a mediated environment we measured the player experience of the game Cue Kitchen in a mixed-method study comparing physical and mediated game sessions. Forty-four players played eleven game sessions, three in a physical environment and eight in a mediated environment. Of all seven dimensions of game experience measured, only one differed significantly between the two experimental conditions: players in a mediated environment became significantly more tired than players in a physical environment. The qualitative results explained why: players in a physical setting can wander off, while players in an online setting have to stay focused on their screen and, therefore, grow more tired. The research results suggest that facilitated tabletop games may be played in a mediated environment instead of a physical environment, without significant loss of player experience.
Original languageEnglish
Title of host publicationGaming, Simulation and Innovations
Subtitle of host publicationChallenges and Opportunities - 52nd International Simulation and Gaming Association Conference, ISAGA 2021, Revised Selected Papers
EditorsUpinder Dhar, Jigyasu Dubey, Vinod Dumblekar, Sebastiaan Meijer, Heide Lukosch
PublisherSpringer
Pages28-41
Number of pages14
ISBN (Electronic)978-3-031-09959-5
ISBN (Print)978-3-031-09958-8
DOIs
Publication statusPublished - 2022
Event52nd Annual Conference of International Simulation and Gaming Association: Gaming, Simulation and Innovations: Challenges and Opportunities - Indore, India
Duration: 6 Sept 202110 Sept 2021
Conference number: 52
http://www.isaga2021.com/

Publication series

NameLecture Notes in Computer Science
PublisherSpringer
Volume13219
ISSN (Electronic)1611-3349

Conference

Conference52nd Annual Conference of International Simulation and Gaming Association
Abbreviated titleSAGA2021
Country/TerritoryIndia
CityIndore
Period6/09/2110/09/21
Internet address

Bibliographical note

Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.

Keywords

  • Tabletop games
  • Game experience
  • Mediated environment
  • Sense of presence
  • Zoom fatigue

Fingerprint

Dive into the research topics of 'Facilitated Tabletop Games in a Mediated Environment'. Together they form a unique fingerprint.

Cite this