Exploring Mixed Reality in Digital Board Games: A Comparative Analysis of Cooperative and Competitive Modes
Resumo
The integration of mixed reality (MR) into digital board games introduces new dimensions of player engagement and satisfaction. This study examines the impact of MR on user experience by comparing cooperative and competitive game modes. Using the games "Demeo" (cooperative) and "Demeo Battles" (competitive) as case studies, we conducted playtesting sessions and applied the GUESS-18 scale to measure various aspects of player satisfaction, including usability, narrative engagement, pleasure, and social connectivity. Our findings revealed significant differences in user experience between the two game modes. Cooperative play in "Demeo" was associated with higher levels of social connectivity, pleasure, and in-game engagement, indicating a preference for collaborative interactions and immersive experiences. By contrast, "Demeo Battles" excelled in personal gratification and visual aesthetics, highlighting the competitive mode's focus on individual performance and strategic depth. Additionally, we evaluated the impact of different VR headsets (Quest 2, Quest 3, and Quest Pro) on the mixed reality experience. Quest Pro provided the highest overall satisfaction due to its more ergonomic and comfortable design, which enhanced comfort and facilitated more immersive mixed reality experiences. These insights offer valuable guidance for future game design, emphasizing the importance of tailoring MR experiences to player preferences, in both cooperative and competitive contexts.
Palavras-chave:
Mixed Reality, Digital Board Games, Cooperative Gameplay, Competitive Gameplay, Player Experience
Referências
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William R. Sherman and Alan B. Craig. 2003. Understanding Virtual Reality: Interface, Application, and Design. DOI: 10.1162/105474603322391668
Weerachet Sinlapanuntakul, Jessyca L. Derby, and Barbara S. Chaparro. 2022. Understanding the Effects of Mixed Reality on Video Game Satisfaction, Enjoyment, and Performance. Simul. Gaming (2022). DOI: 10.1177/10468781221094473
Sioux Group, Blend New Research, ESPM, and Go Gamers. 2022. Pesquisa Game Brasil 2022. DOI: 10.1017/CBO9781107415324.004
Charles C Snow. 2015. Organizing in the Age of Competition, Cooperation, and Collaboration. Leadersh. Organ. Stud. 22, 4 (2015), 433–442. DOI: 10.1177/1548051815585852
Statista. 2023. Board Games - Worldwide. Statista Market Forecast. Retrieved July 27, 2023 from [link]
Romero Tori and Marcelo da silva (org.) Hounsell. 2020. Introdução a Realidade Virtual e Aumentada (3 edição ed.). Editora SBC, Porto Alegre - RS.
Robert K. Yin. 2018. Case study research and applications: Design and methods. DOI: 10.1177/109634809702100108
Regina Bernhaupt. 2010. Evaluating User Experience in Games. DOI: 10.1007/978-1-84882-963-3
J W Creswell. 2013. Research Design: Qualitative, Quantitative, and Mixed Methods Approaches. DOI: 10.1007/s13398-014-0173-7.2
Nicholas S Dalton. 2016. Game User Experience Evaluation.
Anders Drachen, Pejman Mirza-Babaei, and Lennart e. Nacke. 2018. Games User Research. Oxford University Press. Retrieved March 2, 2018 from [link]
By Helge Fredheim. 2011. Why User Experience Cannot Be Designed. Smashing Mag. 15, (2011).
Stephanie G. Fussell and Michelle P. Hight. 2021. Usability Testing of a VR Flight Training Program. In Proceedings of the Human Factors and Ergonomics Society, 2021. DOI: 10.1177/1071181321651096
Jesse James Garrett. 2011. The Elements of User Experience: User-Centered Design for the Web and Beyond, Second Edition. DOI: 10.1145/889692.889709
Julia Hertel, Sukran Karaosmanoglu, Susanne Schmidt, Julia Bräker, Martin Semmann, and Frank Steinicke. 2021. A Taxonomy of Interaction Techniques for Immersive Augmented Reality based on an Iterative Literature Review. 2021 IEEE Int. Symp. Mix. Augment. Real. (2021), 431–440. Retrieved from [link]
Christina Hochleitner, Wolfgang Hochleitner, Cornelia Graf, and Manfred Tscheligi. 2015. A Heuristic Framework for Evaluating User Experience in Games. DOI: 10.1007/978-3-319-15985-0_9
Jong-Chao Hong, Ming-Yueh Hwang, Chin-Hsieh Lu, Ching-Ling Cheng, Yu-Chen Lee, and Chan-Li Lin. 2009. Playfulness-based design in educational games: a perspective on an evolutionary contest game. Interact. Learn. Environ. 17, (2009), 15–35. Retrieved from [link]
Jeff Howard. 2022. Quests - Design, Theory, and History in Games and Narratives (Second Edi ed.). CRC Press.
Johan Huizinga. 2000. Homo ludens (4* edição ed.). Perspectiva, São Paulo - SP.
Katherine Isbister and Noah. Schaffer. 2008. Game usability: advancing the player experience. Morgan Kaufmann. Retrieved March 1, 2018 from [link]
Katherine Isbister, Noah Schaffer, Katherine Isbister, and Noah Schaffer. 2008. Chapter 7 – Usability and Playability Expert Evaluation. In Game Usability. 91–111. DOI: 10.1016/B978-0-12-374447-0.00007-X
Jason Jerald. 2016. The VR Book: Human-centered Design for Virtual Reality. ACM Books Editor. Retrieved from [link]
Joseph Roland Keebler, William J Shelstad, Dustin C Smith, Barbara S Chaparro, Mikki Hoang Phan, Joseph R Keebler Assoc, William J Shelstad, Dustin C Smith Google, Barbara S Chaparro, and Mikki H Phan Google. 2020. Validation of the GUESS-18: A Short Version of the Game User Experience Satisfaction Scale (GUESS). J. Usability Stud. 16, 1 (2020), 49. Retrieved from [link]
Petri Lankoski and Staffan Bjork. 2015. Game research methods: An Overview.
P Milgram, H Takemura, A Utsumi, and F Kishino. 1995. Augmented reality: A class of displays on the reality-virtuality continuum. Telemanipulator telepresence Technol. 2351, (1995), 282–292. Retrieved from [link]
Pejman Mirza-Babaei, Veronica Zammitto, Jörg Niesenhaus, Mirweis Sangin, and Lennart Nacke. 2013. Games user research: Practice, Methods, and Applications. CHI ’13 Ext. Abstr. Hum. Factors Comput. Syst. - CHI EA ’13 October 2017 (2013), 3219. DOI: 10.1145/2468356.2479651
Ludwig von Mises. 2010. Ação Humana: Um tratado de economia (3.1a Edição ed.). Instituto Ludwig von Mises Brasil, São Paulo.
Mordor Intelligence. 2024. Augmented Reality Market Size & Share Analysis - Growth Trends & Forecasts (2024 - 2029). Mordorintelligence.com. Retrieved from [link]
DANIELLA ROSITO MICHELENA Munhoz. 2018. DESIGN DE JOGOS DE TABULEIRO E DINÂMICAS COOPERATIVAS: UMA ABORDAGEM HISTÓRICO-CULTURAL. UNIVERSIDADE FEDERAL DO PARANÁ.
Donald A. Norman. 2006. O design do dia-a-dia. Rocco, Rio de Janeiro.
Erin Pangilinan, Steve Lukas, and Vasanth Mohan. 2019. Creating Augmented and Virtual Realities. Retrieved from [link]
Mikki H. Phan, Joseph R. Keebler, and Barbara S. Chaparro. 2016. The Development and Validation of the Game User Experience Satisfaction Scale (GUESS). Hum. Factors (2016). DOI: 10.1177/0018720816669646
Report Linker. 2023. Board Games Market - Global Outlook and Forecast 2023-2028. Arizton. Retrieved July 27, 2023 from [link]
Resolution Games. 2021. Demeo. Resolution Games. Retrieved from [link]
Resolution Games. 2023. Demeo Battles. Resolution Games. Retrieved from [link]
Katie Salen and Eric Zimmerman. 2004. Rules of play: game design fundamentals. MIT Press.
William R. Sherman and Alan B. Craig. 2003. Understanding Virtual Reality: Interface, Application, and Design. DOI: 10.1162/105474603322391668
Weerachet Sinlapanuntakul, Jessyca L. Derby, and Barbara S. Chaparro. 2022. Understanding the Effects of Mixed Reality on Video Game Satisfaction, Enjoyment, and Performance. Simul. Gaming (2022). DOI: 10.1177/10468781221094473
Sioux Group, Blend New Research, ESPM, and Go Gamers. 2022. Pesquisa Game Brasil 2022. DOI: 10.1017/CBO9781107415324.004
Charles C Snow. 2015. Organizing in the Age of Competition, Cooperation, and Collaboration. Leadersh. Organ. Stud. 22, 4 (2015), 433–442. DOI: 10.1177/1548051815585852
Statista. 2023. Board Games - Worldwide. Statista Market Forecast. Retrieved July 27, 2023 from [link]
Romero Tori and Marcelo da silva (org.) Hounsell. 2020. Introdução a Realidade Virtual e Aumentada (3 edição ed.). Editora SBC, Porto Alegre - RS.
Robert K. Yin. 2018. Case study research and applications: Design and methods. DOI: 10.1177/109634809702100108
Publicado
30/09/2024
Como Citar
MOREIRA, Victor Emanuel Montes; ALMEIDA, Lucas Gregory Gomes; CATAPAN, Márcio Fontana; MUNHOZ, Daniella Rosito Michelena; MAIA, André Leonardo Demaison Medeiros; WINKLER, Ingrid.
Exploring Mixed Reality in Digital Board Games: A Comparative Analysis of Cooperative and Competitive Modes. In: SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 26. , 2024, Manaus/AM.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 71-79.