Publication:
WEARPG: game design implications for movement-based play in table-top role-playing games with arm-worn devices

dc.contributor.departmentDepartment of Media and Visual Arts
dc.contributor.departmentGraduate School of Social Sciences and Humanities
dc.contributor.departmentKUAR (KU Arçelik Research Center for Creative Industries)
dc.contributor.kuauthorBuruk, Oğuz Turan
dc.contributor.kuauthorÖzcan, Oğuzhan
dc.contributor.schoolcollegeinstituteCollege of Social Sciences and Humanities
dc.contributor.schoolcollegeinstituteGRADUATE SCHOOL OF SOCIAL SCIENCES AND HUMANITIES
dc.contributor.schoolcollegeinstituteResearch Center
dc.date.accessioned2024-11-09T22:51:55Z
dc.date.issued2016
dc.description.abstractCombining the physical and the digital is one of the most trending topics in game research in HCI. Augmenting the table-top role-playing games (TTRPG) by adding electronic devices is a growing research area, yet the introduction of new play styles is still open for exploration. We believe that integration of wearable devices and movement-based play, which are also prominent research areas for gaming, hold potential for increasing the TTRPG experience since these are observed to increase the connectedness of players to imaginary world of games by previous studies. However, such augmentation will also bring changes in game design and these changes were not investigated thorougly in previous studies. To understand how game design of such games may change due to the usage of wearables and movement-based play, we conducted a participatory design workshop with (1) 25 participants, (2) designed a new game system according to our findings and (3) evaluated it with iterative tests with 15 participants in TTRPG sessions. Our study resulted in 8 player-centered game design implications for the use of arm-worn devices and movment-based play in narrative based long-term games like TTRPG. The implications present clues about forming the narrative, regulating the rules and the functional use of the device in game mechanics.
dc.description.indexedbyScopus
dc.description.openaccessYES
dc.description.publisherscopeInternational
dc.description.sponsoredbyTubitakEuN/A
dc.identifier.doi10.1145/2994310.2994315
dc.identifier.isbn9781-4503-4367-1
dc.identifier.scopus2-s2.0-84994908905
dc.identifier.urihttps://doi.org/10.1145/2994310.2994315
dc.identifier.urihttps://hdl.handle.net/20.500.14288/6934
dc.keywordsAugmented games
dc.keywordsExertion games
dc.keywordsGame design
dc.keywordsGuidelines
dc.keywordsParticipatory design
dc.keywordsPlay test
dc.keywordsPlayer experience
dc.keywordsPnPRPG
dc.keywordsRole playing games
dc.keywordsTable-top
dc.keywordsWearable computing
dc.language.isoeng
dc.publisherAssociation for Computing Machinery
dc.relation.ispartofAcademicMindtrek 2016 - Proceedings of the 20th International Academic Mindtrek Conference
dc.subjectComputer science
dc.subjectSoftware engineering
dc.titleWEARPG: game design implications for movement-based play in table-top role-playing games with arm-worn devices
dc.typeConference Proceeding
dspace.entity.typePublication
local.contributor.kuauthorBuruk, Oğuz Turan
local.contributor.kuauthorÖzcan, Oğuzhan
local.publication.orgunit1GRADUATE SCHOOL OF SOCIAL SCIENCES AND HUMANITIES
local.publication.orgunit1College of Social Sciences and Humanities
local.publication.orgunit1Research Center
local.publication.orgunit2Department of Media and Visual Arts
local.publication.orgunit2KUAR (KU Arçelik Research Center for Creative Industries)
local.publication.orgunit2Graduate School of Social Sciences and Humanities
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