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 language | English |
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Title of host publication | Gaming, Simulation and Innovations |
Subtitle of host publication | Challenges and Opportunities - 52nd International Simulation and Gaming Association Conference, ISAGA 2021, Revised Selected Papers |
Editors | Upinder Dhar, Jigyasu Dubey, Vinod Dumblekar, Sebastiaan Meijer, Heide Lukosch |
Publisher | Springer |
Pages | 28-41 |
Number of pages | 14 |
ISBN (Electronic) | 978-3-031-09959-5 |
ISBN (Print) | 978-3-031-09958-8 |
DOIs | |
Publication status | Published - 2022 |
Event | 52nd Annual Conference of International Simulation and Gaming Association: Gaming, Simulation and Innovations: Challenges and Opportunities - Indore, India Duration: 6 Sept 2021 → 10 Sept 2021 Conference number: 52 http://www.isaga2021.com/ |
Publication series
Name | Lecture Notes in Computer Science |
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Publisher | Springer |
Volume | 13219 |
ISSN (Electronic) | 1611-3349 |
Conference
Conference | 52nd Annual Conference of International Simulation and Gaming Association |
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Abbreviated title | SAGA2021 |
Country/Territory | India |
City | Indore |
Period | 6/09/21 → 10/09/21 |
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