Exploring automation in digital tabletop board game
dc.contributor.author | Wallace, James R. | |
dc.contributor.author | Pape, Joseph | |
dc.contributor.author | Chang, Yu-Ling Betty | |
dc.contributor.author | McClelland, Phillip J. | |
dc.contributor.author | Graham, T.C. Nicholas | |
dc.contributor.author | Scott, Stacey D. | |
dc.contributor.author | Hancock, Mark | |
dc.date.accessioned | 2015-07-31T21:03:39Z | |
dc.date.available | 2015-07-31T21:03:39Z | |
dc.date.issued | 2012 | |
dc.description.abstract | Digital tabletops present the opportunity to combine the social advantages of traditional tabletop games with the automation and streamlined gameplay of video games. However, it is unclear whether the addition of automation enhances or detracts from the game experience. A study was performed where groups played three versions of the cooperative board game Pandemic, with varying degrees of automation. The study revealed that while game automation can provide advantages to players, it can also negatively impact enjoyment, game state awareness, and flexibility in game play. | en_US |
dc.description.refereed | Yes | en_US |
dc.identifier.doi | 10.1145/2141512.2141585 | |
dc.identifier.uri | http://hdl.handle.net/1880/50801 | |
dc.identifier.uri | https://doi.org/10.11575/PRISM/46246 | |
dc.publisher | ACM | en_US |
dc.publisher.url | http://dx.doi.org/10.1145/2141512.2141585 | en_US |
dc.title | Exploring automation in digital tabletop board game | en_US |
dc.type | unknown |
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