Publication: Extracting design guidelines for wearables and movement in tabletop role-playing games via a research through design process
dc.contributor.department | Department of Media and Visual Arts | |
dc.contributor.department | Graduate School of Social Sciences and Humanities | |
dc.contributor.department | KUAR (KU Arçelik Research Center for Creative Industries) | |
dc.contributor.kuauthor | Buruk, Oğuz Turan | |
dc.contributor.kuauthor | Özcan, Oğuzhan | |
dc.contributor.schoolcollegeinstitute | College of Social Sciences and Humanities | |
dc.contributor.schoolcollegeinstitute | GRADUATE SCHOOL OF SOCIAL SCIENCES AND HUMANITIES | |
dc.contributor.schoolcollegeinstitute | Research Center | |
dc.date.accessioned | 2024-11-09T22:51:42Z | |
dc.date.issued | 2018 | |
dc.description.abstract | We believe that wearables and movement are perfect fit for enhancing tabletop role-playing (TTRPG) experience, since they can provide embodied interaction, are perceived as character-costumes, enhance ludic properties and increase the connectedness to the imaginary game worlds. By providing these improvements, they can increase the immersiveness and player/character relationship which are critical for an ideal TTRPG experience. To investigate this underexplored area, we conducted an extensive research through design process which includes a ( 1) participatory design workshop with 25 participants, (2) preliminary user tests with Wizard-of-Oz and experience prototypes with 15 participants, (3) production of a new game system, wearable and tangible artifacts and (4) summative user tests for understanding the effects on experience with 16 participants. As a result of our study, we extracted design guidelines about how to integrate wearables and movement in narrative-based tabletop games and communicate how the results of each phase affected our artifacts. | |
dc.description.indexedby | WOS | |
dc.description.indexedby | Scopus | |
dc.description.openaccess | NO | |
dc.description.publisherscope | International | |
dc.description.sponsoredbyTubitakEu | N/A | |
dc.identifier.doi | 10.1145/3173574.3174087 | |
dc.identifier.isbn | 978-1-4503-5620-6 | |
dc.identifier.scopus | 2-s2.0-85046974195 | |
dc.identifier.uri | https://doi.org/10.1145/3173574.3174087 | |
dc.identifier.uri | https://hdl.handle.net/20.500.14288/6872 | |
dc.identifier.wos | 509673106031 | |
dc.keywords | Wearable computing | |
dc.keywords | Role playing games | |
dc.keywords | Participatory design | |
dc.keywords | PnPRPG | |
dc.keywords | Guidelines | |
dc.keywords | Exertion games | |
dc.keywords | Game design | |
dc.keywords | Game research | |
dc.keywords | Tangible interfaces | |
dc.language.iso | eng | |
dc.publisher | Assoc Computing Machinery | |
dc.relation.ispartof | Proceedings of the 2018 Chi Conference on Human Factors in Computing Systems (Chi 2018) | |
dc.subject | Computer science | |
dc.subject | Cybernetics | |
dc.subject | Computer science | |
dc.subject | Information systems | |
dc.title | Extracting design guidelines for wearables and movement in tabletop role-playing games via a research through design process | |
dc.type | Conference Proceeding | |
dspace.entity.type | Publication | |
local.contributor.kuauthor | Buruk, Oğuz Turan | |
local.contributor.kuauthor | Özcan, Oğuzhan | |
local.publication.orgunit1 | GRADUATE SCHOOL OF SOCIAL SCIENCES AND HUMANITIES | |
local.publication.orgunit1 | College of Social Sciences and Humanities | |
local.publication.orgunit1 | Research Center | |
local.publication.orgunit2 | Department of Media and Visual Arts | |
local.publication.orgunit2 | KUAR (KU Arçelik Research Center for Creative Industries) | |
local.publication.orgunit2 | Graduate School of Social Sciences and Humanities | |
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