Title
Facilitated Tabletop Games in a Mediated Environment
Author
aan het Rot, H.N. (Student TU Delft)
Kortmann, Rens (TU Delft Policy Analysis) ![ORCID 0000-0002-7088-4222 ORCID 0000-0002-7088-4222](/sites/all/themes/tud_repo3/img/icons/orcid_16x16.png)
Verbraeck, A. (TU Delft Policy Analysis) ![ORCID 0000-0002-1572-0997 ORCID 0000-0002-1572-0997](/sites/all/themes/tud_repo3/img/icons/orcid_16x16.png)
de Vries, G. (TU Delft Organisation & Governance) ![ORCID 0000-0002-9486-7347 ORCID 0000-0002-9486-7347](/sites/all/themes/tud_repo3/img/icons/orcid_16x16.png)
Kooreman, M. (Stichting MaySways)
de Bruin, B.J.E. (Stichting MaySways)
Contributor
Dhar, Upinder (editor)
Dubey, Jigyasu (editor)
Dumblekar, Vinod (editor)
Meijer, Sebastiaan (editor)
Lukosch, Heide (editor)
Date
2022
Abstract
Tabletop games that require the aid of a human facilitator are typically designed for a physical environment. However, during the COVID-19 pandemic, lockdown measures prevented people from gathering. Therefore, tabletop games were sometimes played and facilitated in a mediated environment using online communication tools instead. But this setting possibly deteriorates the players’ game experience. To understand the effect of playing facilitated tabletop games in a mediated environment we measured the player experience of the game Cue Kitchen in a mixed-method study comparing physical and mediated game sessions. Forty-four players played eleven game sessions, three in a physical environment and eight in a mediated environment. Of all seven dimensions of game experience measured, only one differed significantly between the two experimental conditions: players in a mediated environment became significantly more tired than players in a physical environment. The qualitative results explained why: players in a physical setting can wander off, while players in an online setting have to stay focused on their screen and, therefore, grow more tired. The research results suggest that facilitated tabletop games may be played in a mediated environment instead of a physical environment, without significant loss of player experience.
Subject
Tabletop games
Game experience
Mediated environment
Sense of presence
Zoom fatigue
To reference this document use:
http://resolver.tudelft.nl/uuid:009ec94d-74fb-4b61-9bbe-ab5de0339e58
DOI
https://doi.org/10.1007/978-3-031-09959-5_3
Publisher
Springer
Embargo date
2023-01-27
ISBN
978-3-031-09958-8
Source
Gaming, Simulation and Innovations: Challenges and Opportunities - 52nd International Simulation and Gaming Association Conference, ISAGA 2021, Revised Selected Papers
Event
52nd Annual Conference of International Simulation and Gaming Association, 2021-09-06 → 2021-09-10, Indore, India
Series
Lecture Notes in Computer Science, 1611-3349, 13219
Bibliographical note
Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.
Part of collection
Institutional Repository
Document type
conference paper
Rights
© 2022 H.N. aan het Rot, Rens Kortmann, A. Verbraeck, G. de Vries, M. Kooreman, B.J.E. de Bruin