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

Published: 21 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.

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Cited By

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  • (2024)How Boardgame Players Imagine Interacting With TechnologyProceedings of the ACM on Human-Computer Interaction10.1145/36770788:CHI PLAY(1-24)Online publication date: 15-Oct-2024
  • (2024)Why Movement-Based Design!? Exploring Methods and Experiences in MBD✱Companion Publication of the 2024 ACM Designing Interactive Systems Conference10.1145/3656156.3658399(453-457)Online publication date: 1-Jul-2024
  • (2024)Wearable gaming technologyInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2023.103157181:COnline publication date: 1-Jan-2024
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    cover image ACM Conferences
    CHI '18: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
    April 2018
    8489 pages
    ISBN:9781450356206
    DOI:10.1145/3173574
    Permission to make digital or hard copies of all or part 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 components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Published: 21 April 2018

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    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

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    Cited By

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    • (2024)How Boardgame Players Imagine Interacting With TechnologyProceedings of the ACM on Human-Computer Interaction10.1145/36770788:CHI PLAY(1-24)Online publication date: 15-Oct-2024
    • (2024)Why Movement-Based Design!? Exploring Methods and Experiences in MBD✱Companion Publication of the 2024 ACM Designing Interactive Systems Conference10.1145/3656156.3658399(453-457)Online publication date: 1-Jul-2024
    • (2024)Wearable gaming technologyInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2023.103157181:COnline publication date: 1-Jan-2024
    • (2023)Lessons from Homebrewed Hybridity: Designing Hybrid Digital Boardgames for Distanced PlayProceedings of the ACM on Human-Computer Interaction10.1145/36110227:CHI PLAY(45-72)Online publication date: 4-Oct-2023
    • (2023)Towards Designing Playful Bodily ExtensionsProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581165(1-20)Online publication date: 19-Apr-2023
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    • (2022)Move to Design: Tactics and Challenges of Playful Movement-based Interaction Designers’ Experiences during the Covid-19 PandemicProceedings of the 17th International Conference on the Foundations of Digital Games10.1145/3555858.3555925(1-8)Online publication date: 5-Sep-2022
    • (2022)Exploring the Player Experiences of Wearable Gaming Interfaces: A User Elicitation StudyProceedings of the ACM on Human-Computer Interaction10.1145/35494976:CHI PLAY(1-26)Online publication date: 31-Oct-2022
    • (2022)Readymades & Repertoires: Artifact-Mediated Improvisation in Tabletop Role-Playing GamesProceedings of the 14th Conference on Creativity and Cognition10.1145/3527927.3532798(298-311)Online publication date: 20-Jun-2022
    • (2022)“Guilty of Talking Too Much”: How Psychotherapists Gamify TherapyProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517437(1-17)Online publication date: 29-Apr-2022
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