Tabletop games from table to tablet
Author
Nygaard, Steffen
Term
4. term
Education
Publication year
2016
Submitted on
2016-10-20
Pages
46
Abstract
Studiet undersøger forskelle i hvor let ‘Kingdom Builder’ er at lære (learnability), hvor godt reglerne huskes (memorability), og hvor engagerende oplevelsen er (engagement) i den digitale versus den fysiske udgave. Efter en litteraturgennemgang blev der gennemført to undersøgelser. I den første blev 28 deltagere, der ikke tidligere havde spillet spillet, inddelt i grupper på højst tre og spillede enten den fysiske eller den digitale version. I de fysiske sessioner lærte deltagerne spillet ved at læse manualen, og i de digitale sessioner gennemgik de den digitale tutorial. Der blev afholdt 11 sessioner i alt: seks fysiske og fem digitale. I den anden undersøgelse (en pilottest) gennemførte deltagerne først den digitale tutorial og spillede derefter den fysiske udgave. Denne opsætning blev valgt, fordi en planlagt måling af memorability ikke kunne udføres i den digitale version alene. Pilottesten omfattede fire deltagere fordelt på to sessioner. På baggrund af resultaterne foreslår studiet, at den digitale version medfølger i spilæsken. Studiet konkluderer, at den digitale udgave har bedre learnability og memorability, mens den fysiske udgave giver højere engagement.
The study examines differences in learnability (how quickly new players can learn), memorability (how well rules are remembered), and engagement (how involved players feel) between the digital and physical versions of ‘Kingdom Builder’. Following a literature review, two investigations were carried out. In the first, 28 participants with no prior experience of the game were assigned to groups of up to three and played either the physical or the digital version. In the physical sessions, participants learned by reading the manual; in the digital sessions, they used the in-game tutorial. There were 11 sessions in total: six physical and five digital. In the second investigation (a pilot), participants first completed the digital tutorial and then played the physical game. This setup was used because a planned measure of memorability could not be performed in the digital version alone. The pilot involved four participants in two sessions. Based on the findings, the study proposes including the digital version in the board game box. The study concludes that the digital version offers better learnability and memorability, while the physical version provides higher engagement.
[This abstract was generated with the help of AI]
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