Remote Wavelength: Design and Evaluation of a System for Social Connectedness Through Distributed Tabletop Gameplay
Chelsea Mills, Denise Y. Geiskkovitch, Carman Neustaedter, William Odom, Benett Axtell
Abstract
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 aspects of gameplay for most players. We are interested in how to better design systems for remote tangible gameplay that support social connection. We investigate this topic through the design and evaluation of a prototype system for playing the board game Wavelength across two locations. First, we describe the design goals that informed our prototype: “Remote Wavelength”. Then, we discuss the results of a qualitative user study in which ten friend groups played Remote Wavelength. Our findings indicate that a synchronized, tangible gameboard benefits player engagement, communication, and awareness. Our results also illustrate the value of integration across communication and gameplay systems. We conclude by offering considerations for the design of both digital and remote tangible gameplay systems.
Ask about this paper
Your agent reads all of it.
Lune indexed this paper to the last equation, along with the top-tier papers that cite it. Ask a question and the answer quotes them.
Your agent calls
Luneget_paper_fulltext
Free to start. No credit card required.
Terminal
Install the CLIlune papers fulltext a53d3465-cef6-436c-8301-7f56c8c9bdb9Cited by top-tier papers3
- RemoteChess: Enhancing Older Adults' Social Connectedness via Designing a Virtual Reality Chinese Chess (Xiangqi) CommunityQianjie Wei, Xiaoying Wei, Yiqi Liang, Fan Lin et al.CHI 2025 · 12 citations
- DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication TechnologyEvgeny Stemasov, Tobias Wagner, Ali Askari, Jessica Janek et al.CHI 2024 · 12 citations
- Designing Collaborative Technology for Intergenerational Social Play over DistanceYe Yuan, Qiao Jin, Chelsea Mills, Svetlana Yarosh et al.CSCW 2024 · 8 citations
Builds on9
- Making Design Memoirs: Understanding and Honoring Difficult ExperiencesLaura Devendorf, Kristina Andersen, Aisling KelliherCHI 2020 · 101 citations
- Unpacking "Boardgames with Apps": The Hybrid Digital Boardgame ModelMelissa J. Rogerson, Lucy A. Sparrow, Martin R. GibbsCHI 2021 · 84 citations
- MirrorBlender: Supporting Hybrid Meetings with a Malleable Video-Conferencing SystemJens Emil Grønbæk, Banu Saatçi, Carla F. Griggio, Clemens Nylandsted KlokmoseCHI 2021 · 67 citations
- Tabletop Games in the Age of Remote Collaboration: Design Opportunities for a Socially Connected Game ExperienceYe Yuan, Jan Cao, Ruotong Wang, Svetlana YaroshCHI 2021 · 44 citations
- The Gang's All Here: How People Used Games to cope with COVID19 QuarantineErica Kleinman, Sara Chojnacki, Magy Seif El-NasrCHI 2021 · 33 citations
Related papers
- Children using Tabletop Telepresence Robots for Collaboration: A Longitudinal Case Study of Hybrid and Online Intergenerational Participatory DesignCasey Lee Hunt, Kaiwen Sun, Zahra Dhuliawala, Fumi Tsukiyama et al.CHI 2025 · 5 citations
- CollabJam: Studying Collaborative Haptic Experience Design for On-Body Vibrotactile PatternsDennis Wittchen, Alexander Ramian, Nihar Sabnis, Richard Böhme et al.CHI 2025 · 7 citations
- Field Trial of a Tablet-based AR System for Intergenerational Connections through Remote ReadingYe Yuan, Peter Genatempo, Qiao Jin, Svetlana YaroshCSCW 2024 · 7 citations
- Exploring Communication and Collaboration in Distributed AR Escape Rooms: Design Opportunities to Support Social PlayMatthew Bradbury, Matthew Collard, Kieran Gara, Sam Gorman et al.CHI 2026 · 1 citation
- "It Helps Us Express Our Feelings Without Having To Say Anything": Exploring 'Accompanying Social Play Things' Designed With and For Neurodiverse Groups of ChildrenBrooke Morris, Hayati Havlucu, Alison Oldfield, Oussama MetatlaCHI 2025 · 7 citations
