Tabletop Games in the Age of Remote Collaboration: Design Opportunities for a Socially Connected Game Experience
Ye Yuan, Jan Cao, Ruotong Wang, Svetlana Yarosh
摘要
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 aspect of tabletop gaming. We investigated the social and collaborative aspects of tabletop gaming in the unique context of “social distancing” during the 2020 COVID-19 pandemic to shed light on the experience of remote tabletop gaming. With a multi-method qualitative approach (including digital ethnography and in-depth interviews), we empirically studied how people appropriate existing technologies and adapt their offline practices to play tabletop games remotely. We identify three themes that describe people's game and social experience during remote play: creating a shared tabletop environment (shared space), enabling a collective understanding (shared information and awareness), and facilitating a communal temporal experience (shared time). We reflect on challenges and design opportunities for a better experience in the age of remote collaboration.
问问这篇 Paper
问问你的智能体。
Lune 读过与它相关的顶会 Paper,每个回答都会注明依据哪几篇。
引用它的顶会 Paper10
- ThingShare: Ad-Hoc Digital Copies of Physical Objects for Sharing Things in Video MeetingsErzhen Hu, Jens Emil Sloth Grønbæk, Wen Ying, Ruofei Du 等CHI 2023 · 被引用 30 次
- Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 LockdownsNick Ballou, Sebastian Deterding, Ioanna Iacovides, Laura HelsbyCHI 2022 · 被引用 26 次
- CareJournal: A Voice-Based Conversational Agent for Supporting Care CommunicationsJohn Rudnik, Sharadhi Raghuraj, Mingyi Li, Robin N. BrewerCHI 2024 · 被引用 24 次
- MR.Brick: Designing A Remote Mixed-reality Educational Game System for Promoting Children's Social & Collaborative SkillsYudan Wu, Shanhe You, Zixuan Guo, Xiangyang Li 等CHI 2023 · 被引用 24 次
- BlendScape: Enabling End-User Customization of Video-Conferencing Environments through Generative AIShwetha Rajaram, Nels Numan, Balasaravanan Thoravi Kumaravel, Nicolai Marquardt 等UIST 2024 · 被引用 13 次
相关 Paper
- Remote Wavelength: Design and Evaluation of a System for Social Connectedness Through Distributed Tabletop GameplayChelsea Mills, Denise Y. Geiskkovitch, Carman Neustaedter, William Odom 等CHI 2023 · 被引用 12 次
- The Gang's All Here: How People Used Games to cope with COVID19 QuarantineErica Kleinman, Sara Chojnacki, Magy Seif El-NasrCHI 2021 · 被引用 33 次
- Getting Hybridity Just Right: The Goldilocks Factor in Hybrid Digital BoardgamesSasha Soraine, Melissa J. RogersonCHI 2026 · 被引用 1 次
- Joint Media Engagement in Families Playing Animal Crossing: New Horizons during the COVID-19 PandemicJesse J. Martinez, Travis W. Windleharth, Qisheng Li, Arpita Bhattacharya 等CSCW 2022 · 被引用 22 次
- Home-Life and Work Rhythm Diversity in Distributed Teamwork: A Study with Information Workers during the COVID-19 PandemicThomas Breideband, Poorna Talkad Sukumar, Gloria Mark, Megan Caruso 等CSCW 2022 · 被引用 29 次
