Exploring automation in digital tabletop board game

  • Authors:
  • James R. Wallace;Joseph Pape;Yu-Ling Betty Chang;Phillip J. McClelland;T.C. Nicholas Graham;Stacey D. Scott;Mark Hancock

  • Affiliations:
  • University of Waterloo, Waterloo, ON, Canada;Queen's University, Kingston, ON, Canada;University of Waterloo, Waterloo, ON, Canada;University of Waterloo, Waterloo, ON, Canada;Queen's University, Kingston, ON, Canada;University of Waterloo, Waterloo, ON, Canada;University of Waterloo, Waterloo, ON, Canada

  • Venue:
  • Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work Companion
  • Year:
  • 2012

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Abstract

Digital tabletops present the opportunity to combine the social advantages of traditional tabletop games with the automation and streamlined gameplay of video games. However, it is unclear whether the addition of automation enhances or detracts from the game experience. A study was performed where groups played three versions of the cooperative board game Pandemic, with varying degrees of automation. The study revealed that while game automation can provide advantages to players, it can also negatively impact enjoyment, game state awareness, and flexibility in game play.