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Digitalisering av brädspel: Hur automation av spelmekanik kan förändra sociala interaktioner vid spelande
Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
2017 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Digitisation of Board Games : How the Automation of Game Mechanics Can Change Social Interaction During Gameplay (English)
Abstract [sv]

När det kommer till brädspel är social interaktion och nöje kopplade. Brädspel och digitala versioner av dem används ofta parallellt och erbjuder därför en unik undersökningsmöjlighet. Automation är ett verktyg som ofta används för skapandet av digitaliserade brädspel, men hur påverkar det socialitet och hur skiljer det sig från fysiska brädspel? Detta är frågan som denna uppsats utforskar genom en observationsstudie av två versioner av brädspelet Ticket to Ride. Både den ursprungliga, fysiska versionen och en digital motsvarighet. Två grupper av spelare blev inspelade medan de spelade båda versionerna av spelet i olika ordning. Under observationen av spelsessionerna har sju olika spelmekaniker använts som infallsvinkel för att avgöra hur skillnader i social interaktion är kopplade till själva spelet. Dessa var turtagning (tid), spelyta (rymd), objekt (tillstånd), handlingar (strategi), regler (automatisering), bokföring och chans men även ej spelrelaterade interaktioner undersöktes. Två av spelmekanikerna visade sig ha störst påverkan på den sociala interaktionen i dem olika versionerna av spelet; regler och turtagning. Dessa två mekaniker var viktiga för inlärning av spelet och för att bibehålla fokus genom spelomgången.

Abstract [en]

Enjoyment and social interaction are closely connected, and board games can be synonymous with both of these things. Board games and digital versions of those games are often used in parallel, which offers a unique position of inquiry. Automation is a tool commonly used in the creation of digital board games, but how does it affect the sociality and how does it differ from physical board games? This is the question that this paper explores through an observational study of the game Ticket to Ride, both in its original, physical form as well as its digital counterpart. Two groups of players were recorded while playing both versions of the game in a different order. Throughout the observation of these game sessions, seven different game mechanics have been used as the lens to determine how the difference in social interaction is connected to the game itself. These game mechanics were turn-taking (time), game surface (space), object (state), actions (strategy), rules (automation), bookkeeping and chance, but social interactions unrelated to the game were also examined. Two of the seven game mechanics turned out to have the most effect on social interaction in the different versions of the game; rules and turn-taking. These two mechanics were important to the learning of the game and for maintaining focus throughout the game.

Place, publisher, year, edition, pages
2017. , p. 29
Keywords [en]
board games, sociality, observational study, Ticket to Ride, game mechanics, digitisation
Keywords [sv]
brädspel, socialitet, observationsstudie, Ticket to Ride, spelmekanik, digitalisering
National Category
Media and Communication Technology
Identifiers
URN: urn:nbn:se:sh:diva-34562OAI: oai:DiVA.org:sh-34562DiVA, id: diva2:1181357
Subject / course
Media Technology
Uppsok
Technology
Supervisors
Examiners
Available from: 2018-02-08 Created: 2018-02-08 Last updated: 2018-02-08Bibliographically approved

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