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A master's thesis from Aalborg University
Book cover


Automating Board Games

Author

Term

4. term

Education

Publication year

2017

Submitted on

Pages

70

Abstract

Dette speciale undersøger, hvordan automatisering af praktiske opgaver i brætspil – såsom at flytte brikker, tælle point og blande kort, her benævnt “chores” – påvirker social interaktion, når fysiske spil oversættes til digitale formater. Med udgangspunkt i litteratur om sociale kategorier i spil (bl.a. at chores kan understøtte refleksion, strategi og samtale) samt spændinger i design af digitale brætspil, præsenterer arbejdet en analyse af forskellige bordspilsgenrer og deres egnethed til digitalisering samt eksempler på digitaliserede spil. På baggrund af denne analyse opstilles designkrav og der udvikles en digital prototype af brætspillet Castle Panic, hvor udvalgte chores (fx korttræk, afkast og genoptræk, bytte, spil af kort samt monstrets bevægelse og placering) automatiseres, mens andre bevares som manuelle for at fastholde oplevelsen af at spille et brætspil. Specialet beskriver desuden en testprocedure med opsætning, dataindsamling og evaluering, herunder sammenligning af grupper med automatiserede og ikke-automatiserede elementer via interviews. Resultater og konklusioner ligger uden for det uddrag, der er til rådighed her, men projektet sigter mod at belyse, hvordan en balanceret automationsgrad kan effektivisere spillet uden at forringe den sociale dimension.

This thesis investigates how automating routine maintenance tasks in board games—such as moving pieces, tallying points, and shuffling decks, here referred to as chores—affects social interaction as tabletop play moves into digital formats. Drawing on literature that frames chores as supportive of reflection, strategy, and player talk, and on debates about “magical” automation in digital board game design, the work surveys tabletop game genres and their suitability for digitization and reviews selected digitized examples. Based on this analysis, it derives design requirements and implements a digital prototype of the board game Castle Panic that selectively automates tasks (e.g., card drawing, discarding and redrawing, trading, playing cards, and monster movement and placement) while keeping others manual to preserve a board‑game feel. The thesis outlines a test procedure covering setup, data gathering, and evaluation, including interviews comparing groups using automated versus non‑automated elements. Findings are not included in the provided pages, but the project aims to show how a balanced level of automation can streamline play without diminishing the social experience.

[This summary has been generated with the help of AI directly from the project (PDF)]