Facilitated Tabletop Games in a Mediated Environment

Conference Paper (2022)
Author(s)

H.N. aan het Rot (Student TU Delft)

Rens Kortmann (TU Delft - Policy Analysis)

Alexander Verbraeck (TU Delft - Policy Analysis)

Gerdien de Vries (TU Delft - Organisation & Governance)

M. Kooreman (Stichting MaySways)

B.J.E. de Bruin (Stichting MaySways)

Research Group
Policy Analysis
Copyright
© 2022 H.N. aan het Rot, Rens Kortmann, A. Verbraeck, G. de Vries, M. Kooreman, B.J.E. de Bruin
DOI related publication
https://doi.org/10.1007/978-3-031-09959-5_3
More Info
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Publication Year
2022
Language
English
Copyright
© 2022 H.N. aan het Rot, Rens Kortmann, A. Verbraeck, G. de Vries, M. Kooreman, B.J.E. de Bruin
Research Group
Policy Analysis
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.@en
Pages (from-to)
28-41
ISBN (print)
978-3-031-09958-8
ISBN (electronic)
978-3-031-09959-5
Reuse Rights

Other than for strictly personal use, it is not permitted to download, forward or distribute the text or part of it, without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license such as Creative Commons.

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.

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