Dispensable, Tweakable, and Tangible Components
Supporting Socially Negotiated Gameplay
Bibliographic Data
| ID | 2409504 |
|---|---|
| Authors | Gifford Cheung (0000-0002-0239-9356, University of Washington, corresponding author), Alison Lee (0000-0001-5518-5442, Nokia (United States)), Kevin H C Cheng (0000-0003-2033-7105, Nokia (United States)), Kevin Cheng (0000-0003-0745-6695), Hae Jin Lee (Nokia (United States)) |
| Year | 2013 |
| Volume | 8 |
| Issue | 4 |
| Pages | 259-288 |
| Publication date | 2013-07-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412013496893 |
| OpenAlex | W2331102567 |
| Language | EN |
| Citations received | 2 |
| References cited | 20 |
Our article examines a flexible approach to designing general game components inspired by traditional game components. Our goal is to design digital game systems that offer the players greater choice in dictating the rules, pacing, and sociability of a game session-we describe this as supporting socially negotiated gameplay. We introduce five design principles of flexibility: dispensability, live tweakability, tangibility, mobility, and value. Our work demonstrates this approach with the design of an augmented game system composed of playing cards instrumented with near field communication chips and a mobile device with three digital game components: a Card Viewer, a Score Board, and a Turn Keeper. We report on initial user sessions and articulate two emerging challenges for supporting socially negotiated play: (a) solving interaction costs to enable greater flexibility and (b) managing user expectations for the automatic part of a manual-automatic system
Component (thermodynamics · Field (mathematics · Flexibility (engineering · Game design · Human–computer interaction · Mobile device · Multimedia · Session (web analytics · World Wide Web · Computer Science · Digital Games and Media · Innovative Human-Technology Interaction · Interactive and Immersive Displays
| Unique citing works | 2 |
|---|---|
| Citations per year | 0,67 |
| Citation span | 2023 - 2025 (3) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 2 |