自制混合游戏的经验教训:设计远距离混合数字桌游

Q1 Social Sciences
Lucy A. Sparrow, Melissa J. Rogerson
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引用次数: 0

摘要

2020-2021年,在新冠肺炎大流行的限制下,世界各地的桌游玩家在身体分开的情况下,寻找了彼此玩实体桌游的方法。他们创造性地运用数字技术和物理工具来支持混合远程游戏,这不仅证明了桌面游戏作为一种爱好的弹性,也为新型远程混合数字桌面游戏(dhdb)的设计提供了重要见解。通过对1300多名受访者的调查,本文探讨了远程玩家参与自制游戏实践使实体桌面游戏成为可能的方式。通过反身性主题分析,我们确定了三个反映玩家所面临的实际问题的主题,包括游戏选择、游戏模式或设置以及技术执行。反思与这些问题相关的挑战和机遇,我们更广泛地考虑它们对DHDB设计的影响。在此过程中,我们提出了DHYE(远程混合游戏体验)框架,这是一套实用的设计考虑因素,强调对距离的理解不仅仅是阻碍有趣的桌面游戏玩法,而是对新颖和有意义的设计的启发。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Lessons from Homebrewed Hybridity: Designing Hybrid Digital Boardgames for Distanced Play
In 2020–2021, under the restrictions associated with the COVID-19 pandemic, boardgame players around the world sought out ways to play physical boardgames with each other despite being physically apart. Their creative appropriations of digital technologies and physical tools to allow for hybrid distanced play demonstrate not only the resilience of boardgaming as a hobby, but also provide important insights into the design of novel distanced hybrid digital boardgames (DHDBs). Through a survey of over 1300 respondents, this paper explores the ways distanced players engaged in homebrew practices to make physical boardgame play possible. Through reflexive thematic analysis, we identify three themes that reflect the practical issues players grappled with, including game choice, game mode or setup, and technical implementation. Reflecting on the challenges and opportunities associated with these issues, we consider their implications for DHDB design more generally. In doing so, we present the DHYE (Distanced Hybrid plaY Experience) framework, a practical set of design considerations that emphasises an understanding of distance not simply as an obstacle to enjoyable boardgame play but as an inspiration for novel and meaningful design.
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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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