Tabletop game player experience in the age of digitization: Social and material aspects of play
2021 (Engelska) Självständigt arbete på avancerad nivå (magisterexamen), 15 poäng / 22,5 hp
Studentuppsats (Examensarbete)
Abstract [en]
This thesis explores physical and social aspects of playing tabletop games physically versus remotely. It also examines the experiences of contemporary players of tabletop games, with focus placed on play during the COVID-19 pandemic. The report begins with an explanation of tabletop games, including social and material aspects as examined in previous work. To explore the thesis’ problem area, several tabletop game players were interviewed, resulting in a number of recurring themes.
The interview results suggest that social rituals and material aspects of tabletop games are highly important to players. This has implications for the future of tabletop games, many of which are discussed in the text.
Ort, förlag, år, upplaga, sidor 2021. , s. 49, ii
Nyckelord [en]
Tabletop games, materialism, consumption, rituals, games, non-digital games, COVID-19, dice
Nationell ämneskategori
Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning
Identifikatorer URN: urn:nbn:se:his:diva-20134 OAI: oai:DiVA.org:his-20134 DiVA, id: diva2:1576643
Ämne / kurs Informationsteknologi
Utbildningsprogram Games user experience - magisterprogram
Handledare
Examinatorer
2021-07-012021-07-012021-07-01 Bibliografiskt granskad