Publication: Extracting design guidelines for wearables and movement in tabletop role-playing games via a research through design process
| dc.conference.date | APR 21-26, 2018 | |
| dc.conference.location | Montreal, CANADA | |
| 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 | Research Center | |
| dc.date.accessioned | 2026-01-09T06:07:20Z | |
| dc.date.available | 2026-01-09 | |
| 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-ofOz 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.fulltext | No | |
| dc.description.harvestedfrom | Manual | |
| dc.description.indexedby | WOS | |
| dc.description.publisherscope | International | |
| dc.description.readpublish | N/A | |
| dc.description.sponsoredbyTubitakEu | N/A | |
| dc.identifier.doi | 10.1145/3170427.3186475 | |
| dc.identifier.embargo | No | |
| dc.identifier.isbn | 978-1-4503-5621-3 | |
| dc.identifier.quartile | N/A | |
| dc.identifier.scopus | N/A | |
| dc.identifier.uri | https://doi.org/10.1145/3170427.3186475 | |
| dc.identifier.uri | https://hdl.handle.net/20.500.14288/31934 | |
| dc.identifier.wos | 000671090000101 | |
| 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.affiliation | Koç University | |
| dc.relation.collection | Koç University Institutional Repository | |
| dc.relation.ispartof | Chi 2018: Extended Abstracts of the 2018 Chi Conference on Human Factors in Computing Systems | |
| dc.relation.ispartof | CHI Conference on Human Factors in Computing Systems (CHI) | |
| dc.relation.openaccess | No | |
| dc.rights | Copyrighted | |
| dc.subject | Computer science, cybernetics | |
| 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 | |
| person.familyName | Buruk | |
| person.familyName | Özcan | |
| person.givenName | Oğuz Turan | |
| person.givenName | Oğuzhan | |
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