Post on 09-Dec-2014
description
Dispensable, tweakable, and
tangible components:
supporting socially negotiated
gameplay
Gifford Cheung, The Information School, University of Washington, Seattle
Alison Lee, Nokia Research CenterKevin Cheng, Nokia Research Center
Hae Jin Lee, Nokia Research Center
Playing cards
Playing cards are invented.
Playing cards are refined.
Playing cards are understood.
Playing cards are owned.
Socially negotiated play
J S Joust
CoardialCoardialCoardial
Turn TrackerGame Manager Vcard ReaderNFC Text Handler Card Inspector Active Players
?
5principles for supportingsocially negotiated play
1. Dispensability
2. Live-Tweakability
3. Tangibility
4. Mobility
+5. Value
DispensabilityLive-Tweakability
TangibilityMobility
Value
2 componentsCard Viewer Turn Keeper
DispensabilityLive-Tweakability
TangibilityMobility
Value
Promising interactions (5 piloting
sessions, 13 users)Participants played slight variations of
Crazy 8s Our twist on Crazy 8s, a game named
Pirates! was well-received because integrated the value of a computing
device into the game design.Players interacted, negotiated rules,
laughed.
Component as
chameleon
Some observations,
challenges
Return on Investment
It’s useful when I don’t know how to play, but when I know the game it becomes a “roadblocker in terms of the excitement of the game”
Interaction Costs Value
Managing player expectations of a hybrid analog, semiautomatic
system
It should be right.
“What’s missing is the logic. Like when he played the eight and he chose what suit he wanted it to be. This guy (points at device) doesn’t know about that. It should.” -7172-R
Tech InnovationGame DesignAcculturation
What we’ve mainly been focusing on
Summary Slide
5 Tech InnovationGame DesignAcculturation
DispensabilityLive-Tweakability
TangibilityMobility
Value
Future workFor me?
Further exploring design theory on “flexibility”
For you? What are the next digital game components going to look like? (Badges?)