Tabletop games in the age of remote collaboration: Design opportunities for a socially connected game experience

Y Yuan, J Cao, R Wang, S Yarosh - … of the 2021 CHI Conference on …, 2021 - dl.acm.org
Prior research has highlighted opportunities for technology to better support the tabletop
game experience in offline and online settings, but little work has focused on the social …

Unpacking “boardgames with apps”: The hybrid digital boardgame model

M J. Rogerson, L A. Sparrow, M R. Gibbs - Proceedings of the 2021 CHI …, 2021 - dl.acm.org
Increasingly, modern boardgames incorporate digital apps and tools to deliver content in
novel ways. Despite disparate approaches to incorporating digital tools in otherwise non …

More than a gimmick-Digital tools for boardgame play

MJ Rogerson, LA Sparrow, MR Gibbs - … of the ACM on Human-Computer …, 2021 - dl.acm.org
Despite increasing interest in the use of digital tools in boardgames for both commercial and
research purposes, little research has to date explored how and why these tools are used …

Remote Wavelength: Design and Evaluation of a System for Social Connectedness Through Distributed Tabletop Gameplay

C Mills, DY Geiskkovitch, C Neustaedter… - Proceedings of the …, 2023 - dl.acm.org
Playing remote tabletop games is a fun way to connect with distant friends. Yet most systems
for remote tabletop gaming lack support for tangible and social interaction, two important …

Lessons from Homebrewed Hybridity: Designing Hybrid Digital Boardgames for Distanced Play

LA Sparrow, MJ Rogerson - Proceedings of the ACM on Human …, 2023 - dl.acm.org
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 …

Point of no Undo: Irreversible Interactions as a Design Strategy

B Rossmy, N Terzimehić, T Döring, D Buschek… - Proceedings of the …, 2023 - dl.acm.org
Despite irreversibility being omnipresent in the lifeworld, research on interactions making
use of irreversibility in computing systems is still in the early stages. User freedom–provided …

Together alone: a tangible online narrative

D Harley, S Grambart, R Skazufka Bergel… - Proceedings of the …, 2022 - dl.acm.org
We present an online narrative using video conferencing that is designed to facilitate
collaborative storytelling using physical objects. Although research into the use of video …

[HTML][HTML] DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication Technology

E Stemasov, T Wagner, A Askari, J Janek… - Proceedings of the CHI …, 2024 - dl.acm.org
Hybrid board games (HBGs) augment their analog origins digitally (eg, through apps) and
are an increasingly popular pastime activity. Continuous world and character development …

Hobby wargames: a preliminary survey

E Polimeno, C Catalano, M Scalera… - Multimedia Tools and …, 2024 - Springer
Wargames are strategy games in which two or more players, by taking on the roles of
opposing sides, make decisions that shape the course of historical or imaginary military …

Distributed Letter Jam: Designing Distributed Board Game Play for Social Connection

C Mills, C Neustaedter, W Odom - … Publication of the 2021 Conference on …, 2021 - dl.acm.org
Playing board games together is a fun way for people to connect with friends and family, but
social board game play can be challenging when people can't get together in-person. Using …