Reading 04 - Analysis For Research Topic ‘The resurgence of simple games – board games, card games TT RPGS’

 

Week 4 Reflection

Finding 6 articles I am comfortable reading and summarising has been challenging. The deeper I go into this topic the more in-depth the articles are becoming and I am still struggling to an extent. My time management with the other tasks is quite poor. I have noticed that when I am not comfortable I am more likely to leave the task until the very end or avoid it altogether. I think this is because I am not a gamer and I was and still am intimidated by the terminology. However, I am learning from this research that gaming is more than Xbox or Playstation. These games are used as a learning tool for so many things and also to combat anxiety whether they be digital or non-digital. I think I am quite good at understanding and interpreting the social impact of gaming as opposed to the design processes and iteration stages. I am definitely coming up with themes for the writing assignment and have confidence in my understanding of the aspects of role-play gaming. Unfortunately, I have yet to prioritise my twitter tasks however I do feel I will be able to catch up on those in the coming days.

Citation: Thompson, Derek (2015). Teaching Validity and Soundness of Arguments Using the Board Game: The Resistance. PRIMUS, 25(6), 542–552. [Online]. Available at: doi:10.1080/10511970.2015.1038859 [Date Accessed: 15 March 2022].

 

Summary: Teaching Validity and Soundness of Arguments Using the Board Game: The Resistance looks at the value of incorporating games into maths classes.

Annotation: In his article "Teaching Validity and Soundness of Arguments Using the Board Game: The Resistance," Derek Thompson explains why he decided to conduct this study and what he hopes to accomplish with it. His research intends to demonstrate the benefits of incorporating games into mathematics courses at colleges and universities. The Resistance, according to the author, can be used in a mathematics lesson to teach the validity and soundness of arguments. A psychology student invented The Resistance, a famous party game. The author chose this game for a variety of reasons, including the fact that it is instructive and would aid him in his teaching methods. The Resistance game encourages players to persuade other players with valid arguments that they already know are false. I struggled with this somewhat. It is, at times, complicated, however, it does show, again, the link between gaming and learning.

 

Citation: Sidhu, P., Carter, M. (2021). Exploring the resurgence and educative potential of ‘Dungeons & Dragons’ [Online]. Available at: https://search.informit.org/doi/pdf/10.3316/informit.961535866968944 [Accessed: 12 March 2022].

Summary: In their study ‘Exploring the resurgence and educative potential of ‘Dungeons & Dragons’, Sidhu and Carter (2021) argue that the educational value of non-digital games is frequently overlooked. The year after the pandemic ‘Dungeons & Dragons,’ (D&D) has enjoyed a resurgence in popularity.

 

 

 Figure 6 (Students learning through Dungeons and Dragons (Pixelkin, 2022)

 

Annotation: 

This is a 47-year-old role-playing game (RPG), yet so many thought-provoking and entertaining video games are available. The author's reason that this is because D&D allows players to participate in an RPG in which players gather in-person to tell stories and engage in “make-believe” activities with their friends. This was important during the pandemic as it provided teenagers and young adults because it allowed them a pleasant method to escape the pandemic’s issues while simultaneously forcing players to focus on themselves and their real lives.


The authors believe that D&D can aid learning in an educational setting, such as reading, critical thinking, and ethical awareness in children. It improves literacy by allowing players to ‘devour jargon-filled game manuals’. It promotes Critical and Creative Thinking. They quote ACARA (2021) who states that aside from improving their literacy, D&D players improve their critical and creative problem-solving skills (ACARA, 2021). Many players said that critical and creative thinking were two of the essential real-life abilities learned through D&D gaming in our research. The ability to respond to issues both critically and imaginatively within D&D puts players up for success in the real world, where they can transfer and apply their creativity and deductive reasoning skills more confidently. Finally, they claim it improves ethical values.


Each student brings a unique set of information, experiences, and dispositions to the classroom. According to the Australian Curriculum, students must ‘develop a knowledge of their values and behaviours’ influence on others’ (ACARA, 2021). D&D allows players to openly discuss and navigate difficult ethical concerns. The tendency of games towards violence is a common ethical argument in D&D clubs. D&D encourages understanding diverse life experiences and views, empathising with opposing thinking, and uncovering alternate meanings behind actions and events.
Dungeons and Dragons have come up many times in searches. The relationship between life skills and this game seems to be quite strong, again pointing to the learning and teaching opportunities of gaming.

Citation: Wouters, N., Rogerson, M.J., Hu, Y. (2021). The Potential for Facial Biometrics in Role-Playing Games [Online]. Available at: https://digraa.org/wp-content/uploads/2021/02/DiGRAA2021_paper_30.pdf [Date Accessed: 14 March 2022].

Summary: The authors intend to conduct a study on the Biometric Dungeons and Dragon project to explore how facial biometrics could be used to make playable characters for RPGs, with a focus on D&D

Annotation:

When Dungeons and Dragons: Fifth Edition came out in 2014, role-playing games (RPGs) saw a significant rise in popularity again. Wouters et al., (2021) intend to conduct a study on the Biometric Dungeons and Dragon project to explore how facial biometrics could be used to make playable characters for RPGs, with a focus on D&D. D&D is still the most popular and successful RPG game in the world, even though it was released in 1974. Though it began as a tabletop game where players sat at a table, rolling dice and sketching maps on paper, it is not a totally non-digital game. Instead, the modern way to play games is becoming more and more reliant on digital tools to deliver in-game effects, character management tools, and communication opportunities.

Each player can make and change their own character, which is a big part of an RPG. Wouters et al. (2021) suggest that character creation is a complicated process that can be hard for new players to understand. Each player makes these characters by rolling dice and getting attributes like Intelligence, Strength and Wisdom. It is just like each person has a unique and special face. Biometric D&D is a project that looks into how facial biometrics can be used to make playable characters for RPGs, with a focus on D&D. Wouters et al., (2021) will try to establish how the player's own personality and the generated character work together and how this affects the gameplay experience. They are focusing on the experience of being evaluated and constrained by facial biometric tools as a key part of an RPG, and they want to know how the players feel. Wouters et al., (2021) assert that this builds on important work done on the Biometric Mirror project. Biometric Mirror is a cloud-based machine learning model that can tell a lot about a person's personality traits by looking at their faces. 

This article was very technical for me. I think I understand the basic idea of it however I think someone who studies gaming more in-depth may gain more from this.

Citation: Yoo, C.D., Shi, Y.Q., Kim, H.J., P, A., Kim, G. (2019). [Lecture Notes in Computer Science] Digital Forensics and Watermarking Volume 11378 (17th International Workshop, IWDW 2018, Jeju Island, Korea, October 22-24, 2018, Proceedings) || Board Games for Training Computational Thinking [Online]. Available at: doi:10.1007/978-3-030-11548-7_9

Summary: In the world of computer programming CT is widely used to denote a type of thinking that is characterized by "algorithmic thinking and logic reasoning." A quantitative study was conducted by Yoo et al., (2019) who produced three life-size board games – Crabs & Turtles: A Series of Computational Adventures – as part of their research.

Annotation: CT has recently been proposed as a key talent for 21st-century education, as well as a predictor of academic achievement in the early stages of schooling. There is a school of thought that CT skills should be taught in primary school education. The purpose of the study was to examine how primary school pupils interacted with the game Crabs & Turtles and how they felt about it. The three games were created to provide an introduction to computational thinking to 8- to 9-year-old primary school children by introducing them to fundamental coding principles and computational thinking processes in a fun and engaging way. With the use of rapid prototyping, they were able to create instructional board games. The outcomes of this research by Yoo et al., (2019) reveal that all three board games were successful in teaching CT skills to children while also providing an overall engaging game experience. They also discovered that the three games provided a generally positive gaming experience. While acknowledging the educational value of each of the games, Yoo et al. (2019) point out that it is necessary to conduct additional research into the educational value of each game is needed and if board games can facilitate an increase in computational thinking.

Again the theme of learning has come up. There seems to be a link between both language and maths capabilities and board games. This article is very helpful.

Citation: Rogerson, M.J,. Gibbs, M., Smith, W. (2016). "I Love All the Bits". [Online]. Available at:  https://dl.acm.org/doi/abs/10.1145/2858036.2858433 [Accessed: 18 March 2022].

Summary: This was a study on boardgamers and the significance of the resources needed for the game's participants described how they keep track of the games they play over time, some for many years, and can offer data about their own gaming habits


 

                                         Figure 7 Game pieces. (Gifts for cardplayers, 2022)

 

Annotation:

Rogerson et al., (2016) did a fascinating study on boardgamers and the significance of the resources needed for the games. They advertised on the Boardgamegeek.com website as well as on social media to recruit participants. Eleven participants, four females and seven males, ranging in age from mid-twenties to early sixties, were interviewed for a qualitative study concerning their board game experiences. Players' techniques of keeping track of their experiences have evolved as the game's popularity has expanded. Many participants described how they keep track of the games they play over time, some for many years, and can offer data about their own gaming habits. They set targets for how many games they aim to play in a given year.

 


    Figure 8 Games Table (Pinterest, 2022)


 

Participants can create goals and monitor and update this information using Boardgamegeek.com and smartphones even at the gaming table. In addition, Rogerson et al (2016) claimed that boardgaming hobbyists can spend up to A$15,000 per year on their activity, albeit this number includes fees for travel to international boardgaming events as well as game purchases. This illustrates the significance of the authors' discovery of the Four Domains of Materiality. The game experience involves more than just the game itself.

Players place a high importance on the game components or pieces, often customizing them.

  • They appreciate the experience of unboxing and boxing, and they may even customize the package.
  • They value the Play-Enhancement setting, which includes chairs, tables, and lights that make for a pleasant experience.
  • The larger home environment is also important, such as shelving and perhaps a dedicated room.

This study adds to prior studies on the rise of boardgames, and it's worth noting that Rogerson et al (2016) emphasize that participants played the identical game in both digital and physical formats. This helps to explain why boardgames continue to gain appeal on both tables and mobile devices.

The element of nostalgia had not occurred to me with reference to gaming. This was a very interesting study into the comfort people get, not just from the game but from the setting and the pieces. It reminds me of the traditions of Christmas, the same thing every year. There is safety in that. In the context of the history of pre-digital gaming, it is interesting to research if there are family traditions that have been handed down generations and if digital gaming will alter these traditions.

Citation: Buruk, O. T., Özbeyli, I.M., Özcan, O. (2017). Augmented Table-Top Role-Playing Game with Movement-Based Gameplay and Arm-Worn Devices. [Online] Available at:  doi:10.1145/3064857.3079176 [Accessed: 13 March 2022].

Summary: According to the authors wearable technologies can improve player motivation and identity in Tabletop Role-Playing Games (TTRPG). To delve deeper into the subject, they created a novel game that combined TTRPG with an electronic gadget worn on the arm to create a movement-based game experience, which they claim has never been done before.

Annotation: According to the authors wearable technologies can improve player motivation and identity in Tabletop Role-Playing Games (TTRPG). To delve deeper into the subject, they created a novel game that combined TTRPG with an electronic gadget worn on the arm to create a movement-based game experience, which they claim has never been done before. According to Buruk et al., (2017), prior TTRPGs did not feature any digital aspects, but this is becoming more popular. They also point out that recent research has used digital devices such as notebook computers, interactive boards, and surrounding systems such as interactive rooms in role-playing games to alter the experience. TTRPGs are role-playing games in which players take on the persona of a fictitious character. There will be two types of characters in a game. The game master writes and moderates an imaginary universe in which the players role-play their characters by manipulating them according to the game happenings. Materialistic elements and supporting things such as dice, character sheets, boards, and figures can be included in TTRPG.

Buruk et al., (2017) created a table-top gaming environment that was enhanced by the addition of a digital gadget worn on the arm as part of their research. The new RPG system was created in a fictional universe where fictional people are granted powers by the five elements of water, air, earth, fire, and electricity. Players can pick two of these aspects to define their characters' key characteristics. Seven players wear the Elemental Gauntlet (EG), which is an arm-worn device with motion tracking, haptic and visual feedback, and wireless communication capabilities. They believe that this pilot study proves that their prototype, which is a hybrid of traditional TTRPG and a wearable gadget, can improve player identification and motivation, believing that players will prefer this new concept.

This article was from a different perspective than the others however, wearable technology is very relevant and the joining of wearable technology and RPGs will be an interesting development for both creators and users.  

Citation: Rogerson, M.J,. Gibbs, M., Smith, W. (2015). Digitising Boardgames: Issues and Tensions [Online]. Available at: http://www.digra.org/wp-content/uploads/digital-library/66_Rogerson-etal_Digitising-Boardgames.pdf [Accessed: 16 March 2022].

Summary: Rogerson et al. (2015) looked at three popular tabletop boardgames: Puerto Rico, Agricola, and Ascension. Their findings reveal that game design and choice have an impact on how the game is digitally replicated.

Annotation: Rogerson et al. (2015) reviewed digitised versions of three popular tabletop boardgames: Puerto Rico, Agricola and Ascension. Their research shows that choice and design can impact how the game is recreated digitally. They note the difference between how the board game industry and the digital game industry develop and create their games. They suggest that digital game developers try to make the game more interesting and magical when they translate it to the digital medium, rather than just copying the game from one medium to the other. Digitisation can help the player community by supporting more advanced players and/or making the game more accessible to new audiences. They stress that game developers need to make sure that players can always understand the rules and strategies of a game.

A digitised board game can be a good tool for learning, but it can also give new information about the game through game statistics and help players create new tactics through ‘theorycrafting’. Theorycrafting, the authors suggest, makes the game more visible, which makes some people enjoy the game more because they think they are getting better at it, but it also makes others less happy because they think the game has become about “groupthink.”

Boardgaming is on the rise and digital is becoming more of a part of the experience. In this regard, Rogerson et al., (2015) argue there are implications for design choices, including how boardgame designers and publishers, players, and digital game developers think about how a physical boardgame works. This will help shape the development of digital boardgames and give a better picture of how play works across both analogue and digital platforms. They conclude by highlighting the importance of how gaming can enhance learning, strategy, and a sense of wonder or magic and that digitisation may make physical boardgames more exciting and fun to play.

This was a long and very detailed paper however although the design element of gaming is a weakness this was helpful in seeing the link between the old and the gaming but it also helped to see where the gaps can arise in design which may mean disappointed end-users.

Citation: Guzdial, M., Acharya, D., Kreminski, M., Cook, M., Södertörn, M.E., Liapis, A., Sullivan, A. (2020) Tabletop Roleplaying Games as Procedural Content Generators [Online]. Available at: https://dl.acm.org/doi/fullHtml/10.1145/3402942.3409605 [Accessed: 17 March 2022]. Review of Tabletop Roleplaying Games as Procedural Content Generators

Summary: "Tabletop Roleplaying Games as Procedural Content Generators" was a study on the increase in academics researching artificial intelligence with a focus on TTRPGs. The authors are especially interested in TTRPGs and procedural content generation (PCG).

Annotation: The authors published a study titled "Tabletop Roleplaying Games as Procedural Content Generators." They point out that there has been an increase in academics investigating artificial intelligence with a specific interest in tabletop role-playing games or TTRPGs. They are particularly interested in the relationship between TTRPGs and Procedural Content Generation (PCG).

When it comes to role-playing games, they point out that the gameplay takes the shape of storylines, citing the most well-known RPG Dungeon & Dragons, which tells the story of adventurers exploring a dungeon. The players' decisions develop the game's story throughout the session, and the authors contend that the design issues faced by TRPG designers are the same as those faced by PCG designers. Specifically:

  • How does the system incorporate random noise (structured random values), and what kind of noise does it draw on to ensure that the output varies without feeling arbitrary?
  • How does the system ensure that a PCG system's mechanics (process/functions) do not lead to a broken or frustrating experience?
  • How do players seed a generator with pieces of content (e.g. in D&D pieces such as non-player characters, puzzles, and monsters), and how can the system be designed to output space of desired experience (e.g. in D&D, a play session feels like an adventure)?

They end by noting the opportunities of digital devices and TTRPGs. Only recently, TTRPG players have had access to a small portable computing device.   This limits the kind of generative systems that may be created, but it has also spurred designers to construct surprising easy-to-use systems. Finally, they suggest that the introduction of digital assistants is a welcome development, as it considerably expands the options available to researchers and designers. However, not all players have access to digital augmentation, and some choose to interact with physical things and non-digital processes. As a result, future study is recommended to directly integrate digital PCG that must address both digital and physical innovation.

 

References:

Gifts for cardplayers. (2022). Bits & Bobs: Replacement Parts for Board Games [Photograph]. Available from: https://giftsforcardplayers.com/bits-bobs-replacement-parts-for-board-games/  [Accessed: April 13 2022].

Pinterest. (2022). Amazon [Photograph]. Available from: https://www.pinterest.ie/pin/754423375051813647/ [Accessed: April 13 2022].

Pixelkin. (2018). Teaching the classroom with dungeons & dragons [Photograph]. Available from: https://pixelkin.org/2018/02/28/teaching-the-classroom-with-dungeons-dragons/ [Accessed: April 13 2022].



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