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– comparing the digital and
tabletop gaming experience
Ville Kankainen
School of Information Sciences
University of Tampere
ville.e.kankainen@uta.fi
Starting Point
• Personal gaming and design history
• No previous research on these games
• Little research on
board games in general
• Hybrid experience?
TheGames
• Blood Bowl (BB)
– Tabletop fantasy football
miniature game
– 1987 (1st ed.)
– Jervis Johnson
– Games Workshop
• Fumbbl
– Java-based online Blood Bowl
– 2002
– Christer & SkiJunkie (javabbclient)
– Fan-based
– http://fumbbl.com/
Pre-research
• Open discussions with experienced players
• Own experiences
– playing both games
– game design
• Previous study
– mm. deBoer & Lamers (2004), Evan et al. (2011),
Krzywinski et al. (2011), Toivonen & Sotamaa (2011)
TheThemes1
• Social aspects
• Motivation
• Lifestyle/ materiality
• Visual appearance
• Rules and interaction
• Game fiction
TheThemes2
• Social aspects
– Who to play with, meaning for the enjoyment, social
circles, differences...
• Motivation
– Why one, the other or both; differences, how often...
• Lifestyle/ materiality
– Daily life, home decoration, identity, wargaming,
collecting...
TheThemes3
• Visual appearance
– painting the miniatures (BB), the ease of play, game
graphics (fumbbl)...
• Rules and interaction
– Game session, typical game actions, house rules,
digital interface (fumbbl), playing styles, cheating,
luck/strategy...
• Game fiction
– Meaning for the experience, cohesiveness, bridging
the games...
TheStudy
• Pre-researched themes
– autoethnography, open discussion, previous research
• Around 10 semi-structured interviews
– players as co-researchers?
• Jørgensen (2012)
• (auto-) Ethnography
– playing the game, analyzing the forums
• Grounded theory or frame analysis?
Thanksfor your
interest!Questions or suggestions?
ville.e.kankainen@uta.fi
Bibliography
De Boer, C., J. & H., L., Maarten, 2004. Electronic Augmentation of Traditional Board
Games. Available at: http://www.maartenlamers.com/docs/deboer-catan-icec2004.pdf
[Accessed October 1, 2012].
Evan, B. et al., 2011. Chores Are Fun: Understanding Social Play in Board Games for
Digital Tabletop Game Design. Available at: http://www.digra.org/wp-
content/uploads/digital-library/11307.16031.pdf.
Jørgensen, K., 2012. Players as Coresearchers Expert Player Perspective as an Aid to
Understanding Games. Simulation & Gaming, 43(3), pp.374–390.
Krzywinski, A., Chen, W. & Røsjø, E., 2011. Digital board games: peripheral activity
eludes ennui. In Proceedings of the ACM International Conference on Interactive
Tabletops and Surfaces. pp. 280–281. Available at: http://dl.acm.org/citation.cfm?
id=2076415 [Accessed May 7, 2013].
Toivonen, S. & Sotamaa, O., 2011. Of discs, boxes and cartridges: the material life of
digital games. Available at: http://www.digra.org/dl/db/11312.23263.pdf [Accessed
April 26, 2013].

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Masters thesis presentation on Physical | Digital seminar

  • 1. – comparing the digital and tabletop gaming experience Ville Kankainen School of Information Sciences University of Tampere ville.e.kankainen@uta.fi
  • 2. Starting Point • Personal gaming and design history • No previous research on these games • Little research on board games in general • Hybrid experience?
  • 3. TheGames • Blood Bowl (BB) – Tabletop fantasy football miniature game – 1987 (1st ed.) – Jervis Johnson – Games Workshop • Fumbbl – Java-based online Blood Bowl – 2002 – Christer & SkiJunkie (javabbclient) – Fan-based – http://fumbbl.com/
  • 4. Pre-research • Open discussions with experienced players • Own experiences – playing both games – game design • Previous study – mm. deBoer & Lamers (2004), Evan et al. (2011), Krzywinski et al. (2011), Toivonen & Sotamaa (2011)
  • 5. TheThemes1 • Social aspects • Motivation • Lifestyle/ materiality • Visual appearance • Rules and interaction • Game fiction
  • 6. TheThemes2 • Social aspects – Who to play with, meaning for the enjoyment, social circles, differences... • Motivation – Why one, the other or both; differences, how often... • Lifestyle/ materiality – Daily life, home decoration, identity, wargaming, collecting...
  • 7. TheThemes3 • Visual appearance – painting the miniatures (BB), the ease of play, game graphics (fumbbl)... • Rules and interaction – Game session, typical game actions, house rules, digital interface (fumbbl), playing styles, cheating, luck/strategy... • Game fiction – Meaning for the experience, cohesiveness, bridging the games...
  • 8. TheStudy • Pre-researched themes – autoethnography, open discussion, previous research • Around 10 semi-structured interviews – players as co-researchers? • Jørgensen (2012) • (auto-) Ethnography – playing the game, analyzing the forums • Grounded theory or frame analysis?
  • 9. Thanksfor your interest!Questions or suggestions? ville.e.kankainen@uta.fi
  • 10. Bibliography De Boer, C., J. & H., L., Maarten, 2004. Electronic Augmentation of Traditional Board Games. Available at: http://www.maartenlamers.com/docs/deboer-catan-icec2004.pdf [Accessed October 1, 2012]. Evan, B. et al., 2011. Chores Are Fun: Understanding Social Play in Board Games for Digital Tabletop Game Design. Available at: http://www.digra.org/wp- content/uploads/digital-library/11307.16031.pdf. Jørgensen, K., 2012. Players as Coresearchers Expert Player Perspective as an Aid to Understanding Games. Simulation & Gaming, 43(3), pp.374–390. Krzywinski, A., Chen, W. & Røsjø, E., 2011. Digital board games: peripheral activity eludes ennui. In Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces. pp. 280–281. Available at: http://dl.acm.org/citation.cfm? id=2076415 [Accessed May 7, 2013]. Toivonen, S. & Sotamaa, O., 2011. Of discs, boxes and cartridges: the material life of digital games. Available at: http://www.digra.org/dl/db/11312.23263.pdf [Accessed April 26, 2013].

Editor's Notes

  1. Blood Bowl vs. Fumbbl