Villains, architects and micro-managers: what tabula rasa teaches us about game orchestration

dc.contributor.authorGraham, T.C. Nicholas
dc.contributor.authorSchumann, Irina
dc.contributor.authorPatel, Mrunal
dc.contributor.authorBellay, Quentin
dc.contributor.authorDachselt, Raimund
dc.date.accessioned2015-07-30T21:03:47Z
dc.date.accessioned2015-07-30T23:05:36Z
dc.date.available2015-07-30T21:03:47Z
dc.date.available2015-07-30T23:05:36Z
dc.date.issued2013
dc.description.abstractPlayers of digital games are limited by the constraints of the game's implementation. Players cannot fly a kite, plant a tree or make friends with a dragon if these activities were not coded within the game. Game orchestration relaxes these restrictions by allowing players to create game narratives and settings as the game is being played. This enables players to express their creativity beyond the strictures of the game's implementation. We present Tabula Rasa, a novel game orchestration tool based on an efficient tabletop interface. Based on a study of 20 game orchestration sessions using Tabula Rasa, we identify five behavioural patterns adopted by orchestrators, and four styles of collaborative interaction between orchestrators and players. Finally, we present recommendations for designers of game orchestration systems.en_US
dc.description.refereedYesen_US
dc.identifier.doi10.1145/2470654.2470754
dc.identifier.urihttp://hdl.handle.net/1880/50536
dc.identifier.urihttp://hdl.handle.net/1880/50792
dc.publisherACMen_US
dc.publisher.urlhttp://dx.doi.org/10.1145/2470654.2470754en_US
dc.titleVillains, architects and micro-managers: what tabula rasa teaches us about game orchestrationen_US
dc.typeunknown
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