ABSTRACT
This paper introduces Tisch, an application running on the Microsoft Surface that provides computer support for board- and role-playing games. Based on the ideas of tangible and tabletop interfaces, Tisch was developed to explore how technology can support and enhance tabletop gaming activities without becoming a hindrance or removing the players' agency over the rules. Through doing so, Tisch allows players to behave in their accustomed manner, including having unrestricted social interactions and using whatever rules they wish to whatever degree they wish. This is proposed as a solution to harnessing the advantages that computers offer analog games through both offloading unwanted tasks and enhancing immersion.
- Abt, C. C. (1970). Serious Games. Viking Press.Google Scholar
- Bederson, B. B., Grosjean, J. & Meyer, J. (2004). Toolkit Design for Interactive Structured Graphics, IEEE Transactions on Software Engineering, 30 (8), pp. 535--546. Google ScholarDigital Library
- Cooper, A. & Reimann, R. (2003). About Face 2.0: The Essentials of Interaction Design, Wiley; 1st edition. Google ScholarDigital Library
- Eriksson, D., Peitz, J. & Bjöörk, S. (2005). Socially Adaptable Games. Lightning round presentation at Changing Views: Worlds in Play, DiGRA conference 2005.Google Scholar
- Fine, G. (1983). Shared Fantasy: Role-Playing Games as Social Worlds. The University of Chicago Press, Chicago.Google Scholar
- Jamil, I., Alexander, J., Subramanian, S. & Barnes, S. (2010). Talking Teenagers and Tables: Communication Styles of Teenagers and Interactive and Non-Interactive Tables. University of Bristol, UK.Google Scholar
- Jamil, I., O'Hara, K., Perry, M., Karnik, A. & Subamanian, S. (2011). The Effects of Interaction Techniques on Talk Patterns in Collaborative Peer Learning around Interactive Tables. CHI, Vancouver, BC, Canada. Google ScholarDigital Library
- Juul, J. (2005). Half-Real: Video Games between Real Rules and Fictional Worlds. The MIT Press, Cambridge, 2005. Google ScholarDigital Library
- Mandryk, R., Maranan, D. & Inkpen, K. (2002). False Prophets: Exploring Hybrid Board/Video Games. CHI, Minneapolis, Minnesota, USA. Google ScholarDigital Library
- Magerkurth, C., Memisoglu, M., Engelke, T. & Streitz, N. (2004). Towards the Next Generation of Tabletop Gaming Experiences, in proceedings of Graphics Interface '04, ACM International Conference Proceeding Series, Vol. 62, Canadian Human-Computer Communications Society, 2004, ISBN 1-56881-227-2, pp. 73--80. Google ScholarDigital Library
- Mazalek, A., Mironer, B., O'Rear, E. & van Devender, D. (2007) The Tviews Table Role-Playing Game. Synaesthetic Media Lab, GVU Center, Georgia Institute of Technology, USA.Google Scholar
- Montero, C., Alexander, J., Marshall, M. & Subramanian, S. (2010) Would you do that? -- Understanding Social Acceptance of Gestural Interfaces. Mobile HCI, Lisbon, Portugal. Google ScholarDigital Library
- Peitz, J., Björk, S. & Jááppinen, A. (2006). Wizard's Apprentice - gameplay-oriented design of a computer-augmented board game. Paper at Advancements in Computer Entertainment, Hollywood, USA, 2006. Google ScholarDigital Library
- Salen, C. & Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. The MIT Press. Google ScholarDigital Library
- Schell, J. (2008). The Art of Game Design: A book of lenses. Morgan Kaufmann, 1st edition. Google ScholarDigital Library
- Sharp, H., Rogers, Y. & Preece, J. (2007). Interaction Design: Beyond Human-Computer Interaction. Wiley, 2nd edition. Google ScholarDigital Library
- Sjöblom, B. (2008). The Relevance of Rules: Negotiations and Accounts in Co-operative and Co-located Computer Gaming. Proceedings of the {player} conference, IT University of Copenhagen 2008, August 26--29, 2008, pp. 335--378.Google Scholar
- Toney, A., Mulley, B., Thomas, B. H. & Piekarski, W. (2002) Minimal Social Weight User Interactions for Wearable Computers in Business Suits, in conference proceedings of IEEE International Symposium on Wearable Computers 2002. Google ScholarDigital Library
- Weiser, M. (1993). Some Computer Science Issues in Ubiquitous Computing, in: Communications of the ACM, vol. 36, no. 7 (July 1993), p. 75--84. Google ScholarDigital Library
- Weiser, M. & Brown, J. S. (1996). The Coming Age of Calm Technology. http://www.johnseelybrown.com/calmtech.pdf (Visited 2011-12-20).Google Scholar
Index Terms
- Tisch digital tools supporting board games
Recommendations
False prophets: exploring hybrid board/video games
CHI EA '02: CHI '02 Extended Abstracts on Human Factors in Computing SystemsIn order to develop technology that promotes social interaction rather than isolation, we are exploring the space between board games and video games. We created a hybrid game that leverages the advantages of both physical and digital media. A custom ...
Enhancing collaboration in tabletop board game
APCHI '12: Proceedings of the 10th asia pacific conference on Computer human interactionThrough combination of tabletop and mobile phones, we introduce a mechanism containing private, public and group workspaces for computer-mediated tabletop board game. It can sustain the important sociality between players while ensuring privacy and ...
Providing both physical and perceived affordances using physical games pieces on touch based tablets
IE '12: Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the SystemWhilst capacitive touch screen phones and tablets, such as the iPhone and iPad, are increasingly becoming one of the main forms of gaming platform, the nature of the touch interface and the lack of physical feedback are seen as limitations. In this ...
Comments