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Dispensable, tweakable, and tangible components: supporting socially negotiated gameplay Gifford Cheung, The Information School, University of Washington, Seattle Alison Lee, Nokia Research Center Kevin Cheng, Nokia Research Center Hae Jin Lee, Nokia Research Center
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Coardial

Dec 09, 2014

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Designing a mobile app that augments playing cards with NFC-functionality and the lessons learnt.
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Dispensable, tweakable, and

tangible components:

supporting socially negotiated

gameplay

Gifford Cheung, The Information School, University of Washington, Seattle

Alison Lee, Nokia Research CenterKevin Cheng, Nokia Research Center

Hae Jin Lee, Nokia Research Center

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Playing cards

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Playing cards are invented.

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Playing cards are refined.

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Playing cards are understood.

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Playing cards are owned.

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Socially negotiated play

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J S Joust

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CoardialCoardialCoardial

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Turn TrackerGame Manager Vcard ReaderNFC Text Handler Card Inspector Active Players

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?

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5principles for supportingsocially negotiated play

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1. Dispensability

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2. Live-Tweakability

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3. Tangibility

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4. Mobility

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+5. Value

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DispensabilityLive-Tweakability

TangibilityMobility

Value

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2 componentsCard Viewer Turn Keeper

DispensabilityLive-Tweakability

TangibilityMobility

Value

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Promising interactions (5 piloting

sessions, 13 users)Participants played slight variations of

Crazy 8s Our twist on Crazy 8s, a game named

Pirates! was well-received because integrated the value of a computing

device into the game design.Players interacted, negotiated rules,

laughed.

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Component as

chameleon

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Some observations,

challenges

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Return on Investment

It’s useful when I don’t know how to play, but when I know the game it becomes a “roadblocker in terms of the excitement of the game”

Interaction Costs Value

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Managing player expectations of a hybrid analog, semiautomatic

system

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It should be right.

“What’s missing is the logic. Like when he played the eight and he chose what suit he wanted it to be. This guy (points at device) doesn’t know about that. It should.” -7172-R

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Tech InnovationGame DesignAcculturation

What we’ve mainly been focusing on

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Summary Slide

5 Tech InnovationGame DesignAcculturation

DispensabilityLive-Tweakability

TangibilityMobility

Value

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Future workFor me?

Further exploring design theory on “flexibility”

For you? What are the next digital game components going to look like? (Badges?)