Abstract

While much of the games research field for the last two decades has focused on digital games, this article draws attention to the benefits of combining analogue and digital game components to cater for a serious but fun game experience. In this case, the game design provides a set of game rules for players, where the goal is to win by finding another player’s hidden treasure. But, the game also includes deceptive characters, initially unknown to the players, whose goal is to lure the players to reveal information, which will make a player lose the game. Hence, the players and the unknown characters are involved in opposite but intertwined activities. To describe the differing activities we use the activity system model found in Activity Theory. The theoretical conceptualisation, the game design and the play situation create what we term a <em>zone of experience</em> where young players can experience the consequences of sharing too much information. The game design mimics real world online interactions, but under safe off-line conditions. The zone of experience also creates the foundation for an ensuing activity that fits well within the concept of the zone of proximal development: A follow-up conversation under adult guidance of game experiences aimed at raising children’s online risk awareness.

Highlights

  • In the very first issue of Game Studies: The International Journal of Computer Game Research (Game Studies), Aarseth (2001) drew a line between computer games and old mass media and envisioned a new field of studies focused on the unique features of digital games

  • The final product of this interdisciplinary project is a mixed media serious board game that consists of a tabletop game board, a tablet computer equipped with AR-technology and game pieces and sets of clue cards for each player

  • We found that the social dimension enhances the play experience, as most players were highly engaged in discussions and helped each other, for instance, to move game pieces

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Summary

Introduction

In the very first issue of Game Studies: The International Journal of Computer Game Research (Game Studies), Aarseth (2001) drew a line between computer games and old mass media and envisioned a new field of studies focused on the unique features of digital games. The final product of this interdisciplinary project is a mixed media serious board game that consists of a tabletop game board, a tablet computer equipped with AR-technology and game pieces and sets of clue cards for each player This game could be seen as a hybrid game, which is often considered as the combination of physical and digital elements (Kankainen, Arjoranta, & Nummenmaa, 2017). The main focus of this article is the game structure that provides a common ground for two contradictive and opposite, but intertwined, activities with different objectives and desired outcomes. The activities are those of players and unknown (pre-programmed) characters, that take place during a game session.

The Game
Design Challenges
The Player Activity
The Unknown Character Activity
Zone of Experience
Conclusions
Full Text
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