Marcello Passarelli, Michele Masini, Tommaso Francesco Piccinno, Alessandro Rizzi
{"title":"Don't Flip the Table Yet: A Framework for the Analysis of Visual and Cognitive Ergonomics in Board Games","authors":"Marcello Passarelli, Michele Masini, Tommaso Francesco Piccinno, Alessandro Rizzi","doi":"10.1177/15554120241248487","DOIUrl":null,"url":null,"abstract":"Board games provide immersive and enjoyable experiences for players, but they can also pose usability challenges. This article presents a comprehensive framework for analyzing board game design, focusing on identifying the elements that make play inadvertently difficult or fatiguing. The proposed framework analyses board games as a user interface between the players and the board game mechanics, thereby focusing on the presentation aspects without altering the underlying rules. The intent is to preserve the deliberate design challenges that enhance gameplay while pinpointing the elements that affect the game experience negatively. We employ a methodology that begins with the observation of players’ behavioral cues to infer internal states such as cognitive or visual fatigue. These inferred states serve as a basis to identify problematic features in the game components or presentation. We illustrate the framework through a series of case studies, providing practical examples of the analysis process through an idiographic approach.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"45 1","pages":""},"PeriodicalIF":2.4000,"publicationDate":"2024-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Games and Culture","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1177/15554120241248487","RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0
Abstract
Board games provide immersive and enjoyable experiences for players, but they can also pose usability challenges. This article presents a comprehensive framework for analyzing board game design, focusing on identifying the elements that make play inadvertently difficult or fatiguing. The proposed framework analyses board games as a user interface between the players and the board game mechanics, thereby focusing on the presentation aspects without altering the underlying rules. The intent is to preserve the deliberate design challenges that enhance gameplay while pinpointing the elements that affect the game experience negatively. We employ a methodology that begins with the observation of players’ behavioral cues to infer internal states such as cognitive or visual fatigue. These inferred states serve as a basis to identify problematic features in the game components or presentation. We illustrate the framework through a series of case studies, providing practical examples of the analysis process through an idiographic approach.
期刊介绍:
Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.