skip to main content
10.1145/3450337.3483485acmconferencesArticle/Chapter ViewAbstractPublication Pageschi-playConference Proceedingsconference-collections
Work in Progress

Observing Multiplayer Boardgame Play at a Distance

Authors Info & Claims
Published:15 October 2021Publication History

ABSTRACT

More than 18 months after it was first identified, the COVID-19 pandemic continues to restrict researchers’ opportunities to conduct research in face-to-face settings. This affects studies requiring participants to be co-located, such as those that examine the play of multiplayer boardgames. We present two methods for observing the play of boardgames at a distance, supported by two case studies. We report on the value and use of both methods, and reflect on five core concepts that we observed during the studies: data collection and analysis, recruitment and participation, the temporality of play, the sociality of play and material engagement, and the researcher’s role in the study. This work highlights the different considerations that online studies generate when compared to in-person play and other study methods. Future work will present an in-depth discussion of the findings of these studies and present recommendations for the adoption of these distinct methods.

References

  1. Deepti Aggarwal, Bernd Ploderer, Frank Vetere, Mark Bradford, and Thuong Hoang. 2016. Doctor, Can You See My Squats? Understanding Bodily Communication in Video Consultations for Physiotherapy. In Proceedings of the 2016 ACM Conference on Designing Interactive Systems (Brisbane, QLD, Australia) (DIS ’16). Association for Computing Machinery, New York, NY, USA, 1197–1208. https://doi.org/10.1145/2901790.2901871Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Mandy M. Archibald, Rachel C. Ambagtsheer, Mavourneen G. Casey, and Michael Lawless. 2019. Using Zoom Videoconferencing for Qualitative Data Collection: Perceptions and Experiences of Researchers and Participants. International Journal of Qualitative Methods 18 (2019), 1609406919874596. https://doi.org/10.1177/1609406919874596Google ScholarGoogle ScholarCross RefCross Ref
  3. Tom Boellstorff. 2006. A Ludicrous Discipline? Ethnography and Game Studies. Games and Culture 1, 1 (2006), 29–35. https://doi.org/10.1177/1555412005281620Google ScholarGoogle ScholarCross RefCross Ref
  4. Murray Campbell, A.Joseph Hoane, and Feng hsiung Hsu. 2002. Deep Blue. Artificial Intelligence 134, 1 (2002), 57 – 83. https://doi.org/10.1016/S0004-3702(01)00129-1Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Marcus Carter, John Downs, Bjorn Nansen, Mitchell Harrop, and Martin Gibbs. 2014. Paradigms of Games Research in HCI: A Review of 10 Years of Research at CHI. In Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play(Toronto, Ontario, Canada) (CHI PLAY ’14). Association for Computing Machinery, New York, NY, USA, 27–36. https://doi.org/10.1145/2658537.2658708Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Frederico da Rocha Tomé Filho, Pejman Mirza-Babaei, Bill Kapralos, and Glaudiney Moreira Mendonça Junior. 2019. Let’s Play Together: Adaptation Guidelines of Board Games for Players with Visual Impairment. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, 1–15. https://doi.org/10.1145/3290605.3300861Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Geoffrey Engelstein and Isaac Shalev. 2019. Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms. CRC Press. https://doi.org/10.1201/9780429430701Google ScholarGoogle ScholarCross RefCross Ref
  8. Jérémy Frey. 2016. Remote Heart Rate Sensing and Projection to Renew Traditional Board Games and Foster Social Interactions. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (San Jose, California, USA) (CHI EA ’16). Association for Computing Machinery, New York, NY, USA, 1865–1871. https://doi.org/10.1145/2851581.2892391Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Fernand Gobet, Jean Retschitzki, and Alex de Voogt. 2004. Moves in Mind: The Psychology of Board Games. Psychology Press.Google ScholarGoogle Scholar
  10. Barbara B. Kawulich. 2005. Participant Observation as a Data Collection Method. Forum Qualitative Sozialforschung / Forum: Qualitative Social Research 6, 2 (May 2005). https://doi.org/10.17169/fqs-6.2.466Google ScholarGoogle ScholarCross RefCross Ref
  11. Erica Kleinman, Sara Chojnacki, and Magy Seif El-Nasr. 2021. The Gang’s All Here: How People Used Games to Cope with COVID19 Quarantine. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (Yokohama, Japan) (CHI ’21). Association for Computing Machinery, New York, NY, USA, Article 327, 12 pages. https://doi.org/10.1145/3411764.3445072Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Wolfgang Kramer and Richard Ulrich. 1995. El Grande. [Boardgame].Google ScholarGoogle Scholar
  13. Bernhard Maurer and Verena Fuchsberger. 2019. Dislocated Boardgames: Design Potentials for Remote Tangible Play. Multimodal Technologies and Interaction 3, 4 (2019), 72. https://doi.org/10.3390/mti3040072Google ScholarGoogle ScholarCross RefCross Ref
  14. Jane Mavoa, Martin Gibbs, and Bjørn Nansen. 2020. “Sometimes I Like Killing as a Treat”: Children’s Transgressive Play in Minecraft. In Proceedings of the 2020 Digital Games Research Association Conference (DiGRA 2020). http://www.digra.org/wp-content/uploads/digital-library/DiGRA_2020_paper_263.pdfGoogle ScholarGoogle Scholar
  15. David L Morgan. 1996. Focus Groups as Qualitative Research. Vol. 16. Sage Publications.Google ScholarGoogle Scholar
  16. Joshua Newn, Fraser Allison, Eduardo Velloso, and Frank Vetere. 2018. Looks Can Be Deceiving: Using Gaze Visualisation to Predict and Mislead Opponents in Strategic Gameplay. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (Montreal QC, Canada) (CHI ’18). Association for Computing Machinery, New York, NY, USA, Article 261, 12 pages. https://doi.org/10.1145/3173574.3173835Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Joshua Newn, Ronal Singh, Fraser Allison, Prashan Madumal, Eduardo Velloso, and Frank Vetere. 2019. Designing Interactions with Intention-Aware Gaze-Enabled Artificial Agents. In Human-Computer Interaction – INTERACT 2019, David Lamas, Fernando Loizides, Lennart Nacke, Helen Petrie, Marco Winckler, and Panayiotis Zaphiris (Eds.). Springer International Publishing, Cham, 255–281. https://doi.org/10.1007/978-3-030-29384-0_17Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Joshua Newn, Eduardo Velloso, Fraser Allison, Yomna Abdelrahman, and Frank Vetere. 2017. Evaluating Real-Time Gaze Representations to Infer Intentions in Competitive Turn-Based Strategy Games. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (Amsterdam, The Netherlands) (CHI PLAY ’17). Association for Computing Machinery, New York, NY, USA, 541–552. https://doi.org/10.1145/3116595.3116624Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Joshua Newn, Eduardo Velloso, Marcus Carter, and Frank Vetere. 2016. Exploring the Effects of Gaze Awareness on Multiplayer Gameplay. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (Austin, Texas, USA) (CHI PLAY Companion ’16). Association of, New York, NY, USA, 239–244. https://doi.org/10.1145/2968120.2987740Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. Nandini Pasumarthy, Yi Ling (Ellie) Tai, Rohit Ashok Khot, and Jessica Danaher. 2021. Gooey Gut Trail:Demystifying Human Gut Health Through a Board Game. In Creativity and Cognition (Virtual Event, Italy) (C&C ’21). Association for Computing Machinery, New York, NY, USA, Article 19, 1 pages. https://doi.org/10.1145/3450741.3465390Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. André Pereira, Rui Prada, and Ana Paiva. 2012. Socially Present Board Game Opponents. In Advances in Computer Entertainment, Anton Nijholt, Teresa Romão, and Dennis Reidsma (Eds.). Springer Berlin Heidelberg, Berlin, Heidelberg, 101–116.Google ScholarGoogle Scholar
  22. Melissa J. Rogerson, Martin Gibbs, and Wally Smith. 2016. ”I Love All the Bits”: The Materiality of Boardgames. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (San Jose, California, USA) (CHI ’16). Association for Computing Machinery, New York, NY, USA, 3956–3969. https://doi.org/10.1145/2858036.2858433Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Melissa J. Rogerson, Martin R. Gibbs, and Wally Smith. 2017. What Can We Learn from Eye Tracking Boardgame Play?. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (Amsterdam, The Netherlands) (CHI PLAY ’17 Extended Abstracts). Association for Computing Machinery, New York, NY, USA, 519–526. https://doi.org/10.1145/3130859.3131314Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. Melissa J. Rogerson, Martin R. Gibbs, and Wally Smith. 2018. Cooperating to Compete: The Mutuality of Cooperation and Competition in Boardgame Play. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, 1–13. https://doi.org/10.1145/3173574.3173767Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Melissa J. Rogerson, Lucy A. Sparrow, and Martin R. Gibbs. 2021. More Than a Gimmick – Digital Tools for Boardgame Play. In Proceedings of the ACM on Human-Computer Interaction, Vol. 5, CHI PLAY. Association for Computing Machinery, New York, NY, USA, Article 261, 23 pages. https://doi.org/10.1145/3474688Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. Melissa J. Rogerson, Lucy A. Sparrow, and Martin R. Gibbs. 2021. Unpacking “Boardgames with Apps”: The Hybrid Digital Boardgame Model. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, Article 111, 17 pages. https://doi.org/10.1145/3411764.3445077Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. David Silver, Julian Schrittwieser, Karen Simonyan, Ioannis Antonoglou, Aja Huang, Arthur Guez, Thomas Hubert, Lucas Baker, Matthew Lai, Adrian Bolton, 2017. Mastering the Game of Go without Human Knowledge. Nature 550, 7676 (2017), 354–359. https://doi.org/10.1038/nature24270Google ScholarGoogle ScholarCross RefCross Ref
  28. Ronal Singh, Tim Miller, Joshua Newn, Liz Sonenberg, Eduardo Velloso, and Frank Vetere. 2018. Combining Planning with Gaze for Online Human Intention Recognition. In Proceedings of the 17th International Conference on Autonomous Agents and MultiAgent Systems(Stockholm, Sweden) (AAMAS ’18). IFAAMAS, Richland, SC, 488–496. http://dl.acm.org/citation.cfm?id=3237383.3237457Google ScholarGoogle ScholarDigital LibraryDigital Library
  29. Ronal Singh, Tim Miller, Joshua Newn, Eduardo Velloso, Frank Vetere, and Liz Sonenberg. 2020. Combining Gaze and AI Planning for Online Human Intention Recognition. Artificial Intelligence 284, Article 103275 (7 2020), 103275:1–103275:26 pages. https://doi.org/10.1016/j.artint.2020.103275Google ScholarGoogle ScholarCross RefCross Ref
  30. James R. Wallace, Joseph Pape, Yu-Ling Betty Chang, Phillip J. McClelland, T.C. Nicholas Graham, Stacey D. Scott, and Mark Hancock. 2012. Exploring Automation in Digital Tabletop Board Game. In Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work Companion (Seattle, Washington, USA) (CSCW ’12). Association for Computing Machinery, New York, NY, USA, 231–234. https://doi.org/10.1145/2141512.2141585Google ScholarGoogle ScholarDigital LibraryDigital Library
  31. Justin D. Weisz, Maryam Ashoori, and Zahra Ashktorab. 2018. Entanglion: A Board Game for Teaching the Principles of Quantum Computing. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (Melbourne, VIC, Australia) (CHI PLAY ’18). Association for Computing Machinery, New York, NY, USA, 523–534. https://doi.org/10.1145/3242671.3242696Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. Dennis Wixon, Karen Holtzblatt, and Stephen Knox. 1990. Contextual Design: An Emergent View of System Design. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Seattle, Washington, USA) (CHI ’90). Association for Computing Machinery, New York, NY, USA, 329–336. https://doi.org/10.1145/97243.97304Google ScholarGoogle ScholarDigital LibraryDigital Library
  33. Xu Yan, Barba Evan, Radu Iulian, Gandy Maribeth, and Macintyre Blair. 2011. Chores Are Fun: Understanding Social Play in Board Games for Digital Tabletop Game Design. In DiGRA - Proceedings of the 2011 DiGRA International Conference: Think Design Play. DiGRA/Utrecht School of the Arts. http://www.digra.org/wp-content/uploads/digital-library/11307.16031.pdfGoogle ScholarGoogle Scholar

Index Terms

  1. Observing Multiplayer Boardgame Play at a Distance
      Index terms have been assigned to the content through auto-classification.

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Conferences
        CHI PLAY '21: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play
        October 2021
        414 pages
        ISBN:9781450383561
        DOI:10.1145/3450337

        Copyright © 2021 Owner/Author

        Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 15 October 2021

        Check for updates

        Qualifiers

        • Work in Progress
        • Research
        • Refereed limited

        Acceptance Rates

        Overall Acceptance Rate421of1,386submissions,30%

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      HTML Format

      View this article in HTML Format .

      View HTML Format