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Electronic Augmentation of Traditional Board Games

Electronic Augmentation of Traditional Board Games. Final Presentation Clim de Boer MEDIATECHNOLOGY April 26 th 2004. Contents. Introduction Trends in Board Games Possible Electronic Augmentations The Self-Conscious Gameboard Case Study with Settlers of Catan Summary and Discussion.

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Electronic Augmentation of Traditional Board Games

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  1. Electronic Augmentation of Traditional Board Games Final Presentation Clim de Boer MEDIATECHNOLOGY April 26th 2004

  2. Contents • Introduction • Trends in Board Games • Possible Electronic Augmentations • The Self-Conscious Gameboard • Case Study with Settlers of Catan • Summary and Discussion Clim de Boer

  3. Introduction (I) • Modern technology results in (computer) games for individuals • Traditional family board games are still popular, sales in Europe and US actually growing • No crossover Clim de Boer

  4. Introduction (2) What value can modern technology add to the… • social-interactive character • excitement / entertainment value • usability • flexibility …of traditional board games? Clim de Boer

  5. Trends in Board Games (1) • History • Backgammon (3000 B.C., Sumaria) • Mah Jong (800, China) • First deck of cards (1000, Asia) • Chess (15th century) • Monopoly (1936, US) Clim de Boer

  6. Trends in Board Games (1) • Market • Sales in Europe and US growing since 1995 • Economic recession, threat of terrorism and war makes people want to “escape” modern society • Growth especially in sales of more complex games (targeted at adults) • Declining sales for 9 to 15 year old children Clim de Boer

  7. Trends in Board Games (2) • Games, nowadays… • Less influence of luck (dice) • Tactics are of growing importance • All players compete until the end of the game (as opposed to e.g. Monopoly) • The gameboard can be altered before or during a game (e.g. Settlers of Catan) Clim de Boer

  8. Trends in Board Games (3) • Manufacturers • think costs for development and production of electronically augmented board games are to high • Game designers • need to acquire knowledge of electronics and modern technology, and resources to build prototypes • Both parties are looking for possible innovations that modern technology could deliver, but are skeptic because success failed to come until now. Clim de Boer

  9. Trends in Board Games (4) • Consumers • Board games induce nostalgic feelings and are a way to escape the hectic of modern life • Modern technology should make games more accessible and heighten their entertainment value Clim de Boer

  10. Possible Electronic Augmentations • What is Electronic Augmentation? • Past and Current Developments • Possibilities • Disadvantages Clim de Boer

  11. What is Electronic Augmentation of a Board Game? • Enhancement or extension of a game concept through the incorporation of modern technology Clim de Boer

  12. Past and Current Developments • Electro (Jumbo, 1953) • Dokter Bibber (MB, 1975) • King Arthur (Ravensburger, 2004) Clim de Boer

  13. Possibilities (1) • integrated digital rules • error protection/prevention • animated game examples • electronic teaching • randomization (e.g. changing gameboard) • automated administrative tasks • time, scores, game movements, player statistics • audiovisual feedback (high quality) Clim de Boer

  14. Possibilities (2) • artificial intelligence • simulation of players • suggestion of moves • save/restore game • physical feedback • cross-media applications • communication between game instances • transparent added complexity Clim de Boer

  15. Possibilities: TOP 3 (survey result) • Randomly changing gameboard composition • Integrated digital game rules, enabling e.g. automatic error protection and prevention • Simulation of additional players Clim de Boer

  16. Disadvantages • Malfunctioning of electronics; repair? • Unforeseen situations in pre-programmed game-logic • Obscured technology can confuse • Increasing selling-prices Clim de Boer

  17. The Self-Conscious Gameboard (1) • “Self-Conscious” non-philosophical • Concept description:“…a gameboard that can recognize the state and composition of all its elements. It can identify these elements and request, set and communicate the state of them.” Clim de Boer

  18. Controller GAME TOKEN GAME TOKEN GAME TOKEN GAME TOKEN FIELD TILE FIELD TILE GAME FLOOR PLAY FIELD The Self-Conscious Gameboard (2) • Elements: • Controller • Game floor • Field tiles • Game tokens • Game control elements Clim de Boer

  19. Enabling ‘Self-Consciousness’ (1) • Recognizing board state: • type of elements • rotation of elements • position of elements • Providing feedback Clim de Boer

  20. R2 R1 R3 Game floor N1 N2 R6 R4 R5 Enabling ‘Self-Consciousness’ (2) • Need for contact points (minimized) • Research shows:C = 2log( n . R + 1)Where:C : number of contact pointsn : number of recognizable typesR : number of recognizable rotations Clim de Boer

  21. Case Study with Settlers of Catan • Assess weakness and strengths of concept • Existing, successful board game • to compare original vs. enhanced • game quality is a proven fact • focus attention to electronic augmentation Clim de Boer

  22. The Game Settlers of Catan • Multiplayer board game (best-seller) • Players are settlers of uninhabited island • Build roads, settlements and cities to earn victory points • Resource production controlled by two six-sided dice Clim de Boer

  23. Electronic Augmentations (1) • Each field tile: • Cardboard number is replaced with seven-segment LED display • Two-colored LED added • Electronic sensor for “Robber” • Digital dice function (with selectable chance distribution) • Switches for game preferences Clim de Boer

  24. Electronic Augmentations (2) • Task of distributing number is automated • Displayed numeric values randomly change (every 10 minutes / every 10 turns) • Tossed number indicated by green LEDs • “Robber” connects to board, inhibited payout of resource is indicated by LED turning red Clim de Boer

  25. Building the Prototype (1) Clim de Boer

  26. Building the Prototype (2) Clim de Boer

  27. Playing the Prototype • Randomization increases excitement and game pleasure • Influence on player’s opportunities and strategy • Digital dice hardly noticed (points to transparency) • Nostalgic feel remains Clim de Boer

  28. Summary • Board game manufacturers are skeptic, but willing to invest resources • Important obstacles: • Cost of development and production • Need for knowledge of technology • Technology must be non-obtrusive and provide clear benefits Clim de Boer

  29. Questions and discussion Clim de Boer

  30. Thanks for your visit! • Paper available • Technical Report in LIACS library (TR 2004-05; 80 pages, in Dutch) • Acceptance “ICEC 2004” conference pending clim@clim.nl / www.clim.nl Clim de Boer

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