skip to main content
10.1145/3170427.3186475acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
demonstration

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

Published: 20 April 2018 Publication History

Abstract

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.

Supplemental Material

MP4 File - suppl.mov
Supplemental video
MP4 File - suppl.mov
Supplemental video

References

[1]
Oğuz Turan Buruk, İsmet Melih Özbeyli, and Oğuzhan Özcan. 2017. WEARPG -- Movement-Based Tabletop Role-Playing Game with Arm-Worn Devices and an Augmented Die. Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17 Extended Abstracts, ACM, 639--646.
[2]
Oğuz Turan Buruk and Oğuzhan Özcan. 2017. User Oriented Design Speculation and Implications for an Arm-Worn Wearable Device for Table-Top Role-Playing Games. International Conference of Design, User Experience, and Usability, 636--655.
[3]
Oğuz Turan Buruk and Oğuzhan Özcan. 2018. Extracting Design Guidelines for Wearables and Movement in Tabletop Role-Playing Games via a Research Through Design Process. The ACM 2018 CHI Conference on Human Factors in Computing Systems.
[4]
Marcus Carter, Mitchell Harrop, and Martin Gibbs. 201 The Roll of the Dice in Warhammer 40,000. Transactions of the Digital Games Research Association - ToDiGRA 1, 3.
[5]
Melissa J. Rogerson, Martin Gibbs, and Wally Smith. 2016. "I Love All the Bits": The Materiality of Boardgames. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems - CHI '16: 3956--3969.

Cited By

View all
  • (2022)Together AloneProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3501311(1-11)Online publication date: 13-Feb-2022
  • (2019)Strengthening gamification studiesInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2018.11.007127:C(1-6)Online publication date: 1-Jul-2019

Index Terms

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

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI EA '18: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems
    April 2018
    3155 pages
    ISBN:9781450356213
    DOI:10.1145/3170427
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 20 April 2018

    Check for updates

    Author Tags

    1. exertion games
    2. game design
    3. game research
    4. guidelines
    5. participatory design
    6. pnprpg
    7. role playing games
    8. tangible interfaces
    9. wearable computing

    Qualifiers

    • Demonstration

    Conference

    CHI '18
    Sponsor:

    Acceptance Rates

    CHI EA '18 Paper Acceptance Rate 1,208 of 3,955 submissions, 31%;
    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

    Upcoming Conference

    CHI 2025
    ACM CHI Conference on Human Factors in Computing Systems
    April 26 - May 1, 2025
    Yokohama , Japan

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)11
    • Downloads (Last 6 weeks)1
    Reflects downloads up to 03 Mar 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2022)Together AloneProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3501311(1-11)Online publication date: 13-Feb-2022
    • (2019)Strengthening gamification studiesInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2018.11.007127:C(1-6)Online publication date: 1-Jul-2019

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media