Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3573382.3616096acmconferencesArticle/Chapter ViewAbstractPublication Pageschi-playConference Proceedingsconference-collections
research-article

LEVI: Exploring Possibilities for an Adaptive Board Game System

Published: 06 October 2023 Publication History

Abstract

Visual impairment can create accessibility barriers for players in board games because information about the gameplay is often communicated through visuals. We present LEVI, a standalone adaptive board game system (ABGs) using RFID technology to adapt the gameplay experience for board games for players with or without visual impairment. As many hybrid board game systems often require costly resources (digital elements) which may not be accessible to the user, we considered low-cost alternatives to our solution. Given the various gameplay styles in board games, we mainly focus on audio adaptation for this game system. We present an evaluation of our current proof-of-concept game system and future possibilities of using our adaptive board game system.

References

[1]
Pål André Aarsand. 2007. Computer and video games in family life: The digital divide as a resource in intergenerational interactions. Childhood 14, 2 (2007), 235–256. https://doi.org/10.1177/0907568207078330 Publisher: Sage Publications Sage UK: London, England.
[2]
Vero Vanden Abeele, Katta Spiel, Lennart Nacke, Daniel Johnson, and Kathrin Gerling. 2020. Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences. International Journal of Human-Computer Studies 135 (2020), 102370. https://doi.org/10.1016/j.ijhcs.2019.102370 Publisher: Elsevier.
[3]
Adrian Bolesnikov, Jin Kang, and Audrey Girouard. 2022. Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low Vision. In TEI ’22: Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction. ACM, Korea, 1–17. https://doi.org/10.1145/3490149.3501327
[4]
Aurélie Buaud, Harry Svensson, Dominique Archambault, and Dominique Burger. 2002. Multimedia games for visually impaired children. In International Conference on Computers for Handicapped Persons. Springer, Online, 173–180. https://link.springer.com/chapter/10.1007/3-540-45491-8_38
[5]
Cherry D Casuat, Alvin Sarraga Alon, Jesusimo L Dioses Jr, Rhowel M Dellosa, and Renante A Diamante. 2020. RFID Controlled “GG” Pieces Ranking Detection with Watch-Dog Enable. International Journal 9, 1.3 (2020), 6. https://doi.org/10.30534/ijatcse/2020/4191.32020
[6]
Yiqun T Chen, Angela DR Smith, Katharina Reinecke, and Alexandra To. 2023. Why, when, and from whom: considerations for collecting and reporting race and ethnicity data in HCI. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems. ACM, Hamburg Germany, 1–15. https://doi.org/10.1145/3491101.3519685
[7]
Sarah M Coyne, Laura M Padilla-Walker, Laura Stockdale, and Randal D Day. 2011. Game on… girls: Associations between co-playing video games and adolescent behavioral and family outcomes. Journal of Adolescent Health 49, 2 (2011), 160–165. https://doi.org/10.1016/j.jadohealth.2010.11.249 Publisher: Elsevier.
[8]
Frederico Da Rocha Tomé Filho, Bill Kapralos, and Pejman Mirza-Babaei. 2021. Exploring Current Board Games’ Accessibility Efforts for Persons with Visual Impairment. In Recent Advances in Technologies for Inclusive Well-Being. Intelligent Systems Reference Library, Vol. 196. Springer, n.a., 487–501.
[9]
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. ACM, Glasgow Scotland UK, 1–15. https://doi.org/10.1145/3290605.3300861
[10]
Teresa De la Hera, Eugène Loos, Monique Simons, and Joleen Blom. 2017. Benefits and factors influencing the design of intergenerational digital games: A systematic literature review. Societies 7, 3 (2017), 18. Publisher: MDPI.
[11]
Vlado Delić and Nataša Vujnović Sedlar. 2010. Stereo presentation and binaural localization in a memory game for the visually impaired. In Development of multimodal interfaces: Active listening and synchrony. Springer, n.a., 354–363.
[12]
Sonal Deshmukh and VB Baru. 2013. Applications of RFID in Interactive Board Games. International Journal of Electronics, Communication and Soft Computing Science & Engineering (IJECSCSE) 2 (2013), 87–92. Publisher: International Journal of Electronics, Communication and Soft Computing ….
[13]
Christian Flörkemeier and Friedemann Mattern. 2006. Smart playing cards–enhancing the gaming experience with RFID. In Proceedings of the third international workshop on pervasive gaming applications-PerGames. PerGames, n.a., 27–36.
[14]
Thomas Gaudy, Stéphane Natkin, Thierry Dilger, and Dominique Archambault. 2007. Tampokme: A Multi-Users Audio Game Accessible To Visually And Motor Impaired People. In CGAMES’07, Int. Conf. on Computer Games, La Rochelle, France. HAL Open Science, France, 6.
[15]
JungHyun Han, Kiyeol Kim, Keechul Jung, and Kyung Ok Lee. 2010. RFID-based digital board game platforms. Computing and Informatics 29, 6+ (2010), 1141–1158.
[16]
Michael James Heron, Pauline Helen Belford, Hayley Reid, and Michael Crabb. 2018. Eighteen months of meeple like us: An exploration into the state of board game accessibility. The Computer Games Journal 7 (2018), 75–95. https://doi.org/10.1016/j.ijhcs.2019.102370 Publisher: Springer.
[17]
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. ACM, Yokohama Japan, 1–17. https://doi.org/10.1145/3411764.3445077
[18]
Gabriella M Johnson and Shaun K Kane. 2020. Game changer: accessible audio and tactile guidance for board and card games. In Proceedings of the 17th International Web for All Conference. ACM, Taipei Taiwan, 1–12. https://doi.org/10.1145/3371300.3383347
[19]
Ville Kankainen and Janne Paavilainen. 2019. Hybrid Board Game Design Guidelines. In DIGRA ’19 - PROCEEDINGS OF THE 2019 DIGRA INTERNATIONAL CONFERENCE: GAME, PLAY AND THE EMERGING LUDO-MIX. ETC Press, Kyoto, Japan, 22.
[20]
Antonios Liapis and Alena Denisova. 2023. The Challenge of Evaluating Player Experience in Tabletop Role-Playing Games. In Proceedings of the 18th International Conference on the Foundations of Digital Games. ACM, Lisbon Portugal, 1–10. https://doi.org/10.1145/3582437.3582457
[21]
Carsten Magerkurth, Timo Engelke, and Maral Memisoglu. 2004. Augmenting the virtual domain with physical and social elements: towards a paradigm shift in computer entertainment technology. In Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology. ACM, Singapore, 163–172. https://doi.org/10.1145/1067343.1067363
[22]
Regan L Mandryk and Diego S Maranan. 2002. False prophets: exploring hybrid board/video games. In CHI’02 extended abstracts on Human factors in computing systems. ACM, Minnesota USA, 640–641. https://doi.org/10.1145/506443.506523
[23]
Orazio Miglino, Andrea Di Ferdinando, Raffaele Di Fuccio, Angelo Rega, and Carlo Ricci. 2014. Bridging digital and physical educational games using RFID/NFC technologies. Journal of e-Learning and Knowledge Society 10, 3 (2014), 18. https://doi.org/10.20368/1971-8829/959 Publisher: Italian e-Learning Association.
[24]
Sanela Osmanovic and Loretta Pecchioni. 2016. Beyond entertainment: motivations and outcomes of video game playing by older adults and their younger family members. Games and Culture 11, 1-2 (2016), 130–149. https://doi.org/10.3390/soc7030018 Publisher: SAGE Publications Sage CA: Los Angeles, CA.
[25]
Viktorija Paneva, Sofia Seinfeld, Michael Kraiczi, and Jörg Müller. 2020. HaptiRead: Reading Braille as mid-air haptic information. In Proceedings of the 2020 ACM Designing Interactive Systems Conference. ACM, Eindhoven Netherlands, 13–20. https://doi.org/10.1145/3357236.3395515
[26]
Roope Raisamo, Saija Patomäki, Matias Hasu, and Virpi Pasto. 2007. Design and evaluation of a tactile memory game for visually impaired children. Interacting with Computers 19, 2 (2007), 196–205. https://doi.org/10.1016/j.intcom.2006.08.011 Publisher: OUP.
[27]
Katie A Siek, Jeffrey S LaMarche, and Julie Maitland. 2009. Bridging the information gap: collaborative technology design with low-income at-risk families to engender healthy behaviors. In Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7. ACM, Melbourne Australia, 89–96. https://doi.org/10.1145/1738826.1738841
[28]
Sinem Siyahhan, Sasha A Barab, and Michael P Downton. 2010. Using activity theory to understand intergenerational play: The case of Family Quest. International Journal of Computer-Supported Collaborative Learning 5, 4 (2010), 415–432. Publisher: Springer.
[29]
Lauren Thevin, Nicolas Rodier, Bernard Oriola, Martin Hachet, Christophe Jouffrais, and Anke M Brock. 2021. Inclusive adaptation of existing board games for gamers with and without visual impairments using a spatial augmented reality framework for touch detection and audio feedback. Proceedings of the ACM on Human-Computer Interaction 5, ISS (2021), 1–33. https://doi.org/10.1145/3488550 Publisher: ACM New York, NY, USA.
[30]
Frank Vetere, Hilary Davis, Martin Gibbs, and Steve Howard. 2009. The Magic Box and Collage: Responding to the challenge of distributed intergenerational play. International Journal of Human-Computer Studies 67, 2 (2009), 165–178. https://doi.org/10.1016/j.ijhcs.2008.09.004 Publisher: Elsevier.
[31]
Dhaval Vyas and Tawanna Dillahunt. 2017. Everyday resilience: Supporting resilient strategies among low socioeconomic status communities. Proceedings of the ACM on Human-Computer Interaction 1, CSCW (2017), 1–21. https://doi.org/10.1145/3134740 Publisher: ACM New York, NY, USA.
[32]
James R Wallace, Joseph Pape, Yu-Ling Betty Chang, Phillip J McClelland, TC 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. ACM, Seattle Washington USA, 231–234. https://doi.org/10.1145/2141512.2141585
[33]
Stewart Woods. 2012. Eurogames: The design, culture and play of modern European board games. McFarland & Company, Jefferson, North Carolina, and London.
[34]
Xuexin Xu, Jinhui Li, Tan Phat Pham, Charles T Salmon, and Yin-Leng Theng. 2016. Improving psychosocial well-being of older adults through exergaming: the moderation effects of intergenerational communication and age cohorts. Games for health journal 5, 6 (2016), 389–397. https://doi.org/10.1089/g4h.2016.0060 Publisher: Mary Ann Liebert, Inc. 140 Huguenot Street, 3rd Floor New Rochelle, NY 10801 USA.
[35]
Sarita Yardi and Amy Bruckman. 2012. Income, race, and class: exploring socioeconomic differences in family technology use. In Proceedings of the SIGCHI conference on human factors in computing systems. ACM, Texas USA, 3041–3050. https://doi.org/10.1145/2207676.2208716

Index Terms

  1. LEVI: Exploring Possibilities for an Adaptive Board Game System

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI PLAY Companion '23: Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play
    October 2023
    370 pages
    ISBN:9798400700293
    DOI:10.1145/3573382
    Permission to make digital or hard copies of all or part 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 components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 06 October 2023

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. RFID technology
    2. adaptive board game system (ABGs)
    3. game design
    4. player experience

    Qualifiers

    • Research-article
    • Research
    • Refereed limited

    Funding Sources

    • CFI JELF
    • NSERC Discovery Grant

    Conference

    CHI PLAY '23
    Sponsor:

    Acceptance Rates

    Overall Acceptance Rate 421 of 1,386 submissions, 30%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • 0
      Total Citations
    • 132
      Total Downloads
    • Downloads (Last 12 months)97
    • Downloads (Last 6 weeks)7
    Reflects downloads up to 19 Nov 2024

    Other Metrics

    Citations

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format.

    HTML Format

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media