Hybrid Board Game Design Guidelines


Kankainen Ville Paavilainen Janne
2019 DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix

Hybrid board games combine non-digital and digital elements to introduce a new kind of game experiences. In this study, we present 17 design guidelines for hybrid board games. These guidelines are the result of an iterative process of workshopping with industry experts and academic researchers, supported by developer interviews and player survey. They are presented as starting points for hybrid board game design and aim to help the designers to avoid common pitfalls and evaluate different trade-offs.

 

Sustainable Life Cycle Game Design: Mixing Games and Reality to Transform Education


Harteveld Casper Folajimi Yetunde Sutherland Steven C
2016 DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG

Although educational games have much promise across domains, their use is not widespread due to a lack of dissemination. This lack, combined with the development costs, has led us to identifying a different approach to educational games to increase adoption of games in education. Based on the reflection of two cases, where each tried in its own way to deal with the challenges of current educational game design, we introduce an approach called sustainable life cycle game design, inspired by the cradle-to-cradle® model for product manufacturing without waste. This approach emphasizes mixing existing games and educational activities into the design, mixing the game development with education, and developing with the goal of mixing new games in the future.

 

Uncle Roy all around you: mixing games and theatre on the city streets


Flintham Martin Anastasi Rob Benford Steven Drozd Adam Mathrick James Rowland Duncan Oldroyd Amanda Sutton Jon Tandavanitj Nick Adams Matt Row-Farr Ju
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

We describe Uncle Roy All Around You, a mixture of game and theatre that took place in central London in late May and early June of 2003. Street players, equipped with handheld computers and wireless networking, journeyed through the streets of the city in search of an elusive character called Uncle Roy, while online players journeyed through a parallel 3D model of the city, were able to track their progress and could communicate with them in order to help or hinder them. We describe how Uncle Roy All Around You mixed elements of pre-programmed game content with live performance and behind the scenes orchestration to create a compelling experience, especially for street players. We suggest that finding ways to scale this approach to support larger numbers of participants is an important challenge for future research.

 

Creating Multiplayer Ubiquitous Games using an adaptive narration model based on a user’s model


Natkin Stéphane Yan Chen Jumpertz Sylvie Marquet Bernard
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

Mixed reality technology and ubiquitous computing allow the user-centred design to provide an adaptable and personal content at any time and in any context. In this paper, we present a method to develop Multiplayer Ubiquitous Games (MUG). Our approach is using a narrative mechanism correlated to a user's model, which stimulates the user's physical interaction with the real world and his social interaction with other users. We refine the information of user's model in three classes: user by himself, user as a player and user as an avatar. User's social characteristics and personality traits are featured in the game by using the big-five-factors model. A decision process proposes quests to the player according to his profile and a narration scheme.