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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Hybrid board game: Possibilities and implications from an interaction design perspective</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Saverio Cavicchini</string-name>
          <email>cavicchini.saverio@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ilaria Mariani</string-name>
          <email>ilaria1.mariani@polimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Design, Politecnico di Milano</institution>
          ,
          <addr-line>Milano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>School of Design, Politecnico di Milano</institution>
          ,
          <addr-line>Milano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>1 In a context of continuous miniaturization and technological advancement, the combination of digital and analog media is becoming an element of increasing importance. The so called “IoT revolution” represents one of the major technological breakthroughs of our times that re-framed the way we interact with our surroundings, now becoming data-rich and sensor-infused environments. The boardgames field, however, appears untouched by this revolution, even though an objectbased system such as a tabletop offers an interesting scenario for smart interactions. The research in the field and the development of a prototype lead to a series of ground rules, best practices and problematics related to operations of hybridisation of digital means in an analog play experience.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Interaction Design</kwd>
        <kwd>Hybridization</kwd>
        <kwd>Hybrid Game</kwd>
        <kwd>IoT</kwd>
        <kwd>Research Through Design</kwd>
        <kwd>Affordance</kwd>
        <kwd>Agency</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Human-centered computing → Interaction paradigms;
Interaction design theory, concepts and paradigms;
Interaction devices; Ubiquitous and mobile computing theory,
concepts and paradigms</p>
    </sec>
    <sec id="sec-2">
      <title>COMPUTING CAPACITY AND IOT: PREMISES FOR</title>
    </sec>
    <sec id="sec-3">
      <title>FURTHER HYBRIDIZATION</title>
      <p>In the last decade, the way we are interacting with objects
is changing, pushed by unceasing technological advances
and progressive miniaturization that open up a series of
possibilities and challenges. In particular, the
pervasiveness of small-size and low-cost computational</p>
      <p>
        Even though this shift is systematically influencing and
altering many object-based environments, in the gaming
field, the board game scenery is not yet taking advantage
of the possibilities provided by technology. As a matter of
fact, it is not undergoing the evolution we could expect
from embedding computing capacity, towards a
hybridization. Broadly speaking, tabletop games are still
the same established entertainment system [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ] based on
dice, cards, pawns and other analog interactions
unchanged from last century titles. Over the years there
has been a scarce number of market and research
experiments on hybrid board games [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] which did not
lead to results that might suggest nor a near or a major
breakthrough in the field. Observing the state of the art in
terms of both literature and case studies, most of the
artefacts produced seem to simply propose the
juxtaposition of devices and applications that move, or at
best expand, the gaming experience to the digital context.
Interesting examples are Golem Arcana [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], Mask of
Anubis [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ], Alchemists [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], Mansions of Madness: second
edition [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], World of Yo-ho [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ], and Beasts of Balance [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
All the above mentioned—except the last one which
probably offers the most interesting and well integrated
experience arising from both media out on the market—
simply propose a digital app on a smart device to use in
parallel with the board game. The result is an experience
divided between the digital and analog channel,
characterized by media which do not communicate with
each other, requiring the player to act as a bridge that
updates the game information on both sides. As a
consequence, the resulting experience is not fully
meaningful and satisfying, since the technological
potentialities are not leveraged. However, the analysis of
these case studies shows a slight benefit on the gameplay,
and hence on the overall game experience, especially if
compared to the possible advantages of adding complexity
to the game's dynamics without requiring player's efforts,
and introducing a new communicative level between the
player and the game system, conveying previously
impossible play experiences. A particular mention has to
be made to Mora et al. team [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], who leveraged on Sifteo
Cubes device to build a play system around its features,
and understood ground necessities for a playful TUI. Yet,
Panic! project can be somehow compared with the
redefinition of smartphone capabilities in World of Yo-Ho
[
        <xref ref-type="bibr" rid="ref41">41</xref>
        ], while the following research does not aim at reusing
pre-existing devices but rather develop a boardgame in
which technology is tailor-made for the play experience.
Starting from such assumptions and premises, and taking
a design perspective, we hereby present a series of
reasonings that we recognize as worthy of investigation,
and for which we have activated field trials. As a matter of
fact, the rumination that follows is on the ground of a
research through design [
        <xref ref-type="bibr" rid="ref14 ref21">14,21</xref>
        ] conducted in parallel at
the Politecnico di Milano, School of Design by Saverio
Cavicchini [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] and at the Università degli Studi di Milano,
Computer Science Department by Alberto Ronchetti [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ],
as part of two MSc theses that investigated the
possibilities connected to the integration of electronic
components and computing capacities in a board game.
The study started digging into the benefits of embedding
sensors as smart bridges among the analogue and the
digital, recognizing that making certain game elements
become hybrid requires to tap into their affordances
[
        <xref ref-type="bibr" rid="ref16 ref24 ref32 ref5 ref6">5,6,16,24,32</xref>
        ] and agency [
        <xref ref-type="bibr" rid="ref13 ref39">13,39</xref>
        ], as perceived as effective,
also dealing with significant design dilemmas. Both
affordances and agency can be seen as opportunities for
action [
        <xref ref-type="bibr" rid="ref39 ref6">6,39</xref>
        ]. Considering that the first describes how a
designed system operates, defining the possibilities and
opportunities made available by an artefact or interface,
while the latter refers to “the satisfying power to take
meaningful action and see the results of our decisions and
choices” [30:126], the two concepts are closely
intertwined. Especially dealing with embedded sensors,
smart objects and interfaces that are not always graphical
[
        <xref ref-type="bibr" rid="ref19 ref23 ref40">19,23,40</xref>
        ], what we were used to taking almost for
granted becomes a paramount issue, as that an interface
or object should make explicit the interaction it allows to
perform in order to be used to execute such an action [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ].
The relationship between the possibilities and their
communication has required particular reflections during
the experimentation phase. Moreover, the hands-on
experimentation carried out made evident a series of
implications that also argues and reduces the feasibility of
designing hybrid artefacts. Establishing a data exchange
between different electronic components with tasks so
specific might lead to problems related to the very nature
of the chosen communication mean and its efficiency,
noise and latency; aspects that require expertise and
technical competences from different professional profiles.
      </p>
    </sec>
    <sec id="sec-4">
      <title>THE BENEFITS OF HYBRIDIZATION</title>
      <p>Adding computational power into board games implies
evident benefits, as the fact that the board game system on
its own can make calculation and make decisions
according to the way in which it has been programmed
and instructed. In the following we make explicit a series
of advantages, presented from the specific point of view of
the player, rather than the one of the designer. Then, we
will also explore the consequences on the gameplay and
on the game experience that results from adding hidden
artificial intelligence into a board.</p>
    </sec>
    <sec id="sec-5">
      <title>Cognitive load reduction</title>
      <p>
        The first advantage that pops up from empowering board
games with computational capacity is the possibility to
reduce the amount of information that the player needs to
process while playing. Sweller [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ] defines cognitive load
the amount of effort imposed on the working (or
shortterm) memory of an individual. Albeit fundamental for
everyday quick tasks, the working memory is ephemeral
and subject to sudden loss of information if distractions or
overloads occur. Relying on short-term memory is
discouraged in many design fields [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ] and game design is
no exception. Cognitive overload may eventually lead to
flaws such as fiddliness and paralysis by analysis [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] play
experience that are not meaningful nor satisfying.
A hybrid board game, on the contrary, can largely
simplify the playing experience entrusting data to the
game system itself rather than forcing players to elaborate
and remember the information necessary to set up a
gaming strategy. Putting knowledge in the world [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ] is,
after all, one of the main reasons that led humans to
develop digital artifacts in the first place: relying on digital
storage systems and calculators that take care of processes
our mind is not precise enough for. Leaving all minor
calculations and mnemonic efforts to an electronic system
relieves the player of a series of activities, while providing
accurate and timely information. In doing so, the player is
granted the cognitive freedom to enjoy all the aspects of a
game beyond the mere strategy setting, such as material
and visual components or the game narrative.
      </p>
    </sec>
    <sec id="sec-6">
      <title>Artificial Intelligence integration</title>
      <p>
        A second positive impact of digital hybridization is the
chance to integrate a real artificial intelligence (AI) in the
analog gaming experience. Non-Player Characters (NPC)
and auto-activated game mechanics are nowadays widely
used in tabletop games such as Zombicide [
        <xref ref-type="bibr" rid="ref43">43</xref>
        ], in which
the opponent’s behavior in all possible situations is
meticulously described in the rule book. Nonetheless, it is
the player who ultimately has to learn additional rules in
order to determine NPC actions according to the
circumstances, and it is still the player who has to carry
them out. Being completely automatic, introducing an AI
to run NPC and their decision-making processes allows
not to weight over players’ cognitive load nor to increase
the downtime [
        <xref ref-type="bibr" rid="ref38 ref8">8,38</xref>
        ] needed for completing the actions of
such characters. Since it does not require human
intervention during the game, the AI can be designed with
a higher degree of complexity and freedom of choice, thus
offering more interesting gaming experiences. Recent
developments in the Machine Learning field [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ] can
further contribute in delivering meaningful experiences
benefiting of an AI capable of learning and adapting,
making it less predictable to players, but also able to
respond to changes in tactics, during gameplay.
      </p>
    </sec>
    <sec id="sec-7">
      <title>New game mechanics and interactions</title>
      <p>
        Another potential benefit of hybridization concerns the
vast horizon of game mechanics allowed by a system
interacting directly with the surrounding environment
and its variables (player’s included). Thinking back to
Salen and Zimmerman’s [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ] definition of game, as a
system with both endogenous and exogenous connections,
it is evident that until now exogenous interactions have
been directed towards players only. The introduction of
sensors and computational capacity questions the fact that
human action traditionally represents the only source of
input towards a board game, opening the system to
broader interactions, as with the player and the
surrounding environment also seen as set of variables that
can impact on the gameplay and the decision-making
processes of the game. Physical parameters such as
temperature, humidity, light, and sound can be affected by
the game to automatically activate new mechanics.
Furthermore, this new set of mechanics allowed by digital
enhancement can be translated by the game designer into
interactions closer and coherent with the narrative world.
Until now, game actions carried over by players have
always been significantly different from the actions taking
place into the narrative world. The best example in this
sense can be found in Dungeons and Dragons [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], where
the only two game actions allowed are verbal explanations
of the act taking place and dice rolls. Both these
interactions are extremely far from the narrative level.
However, with the environmental awareness enabled by
sensors, board games can be enriched with interactions
closer to the story being told.
      </p>
      <p>The research conducted includes as a proof of concept the
design of an early stage prototype of a hybrid board game
that allowed us to test the pros and cons of embedding
technology into a physical artefact. The tabletop designed,
called In Tenebras, is composed of two main parts:
• the board, meant primarily to figure out the character
pawn position on the game board and convey game
information through backlight;
• the avatar, in its prototypal form shaped a box
containing several sensors for perceiving as much
stimuli/data that are transferred to the AI to be
processed as player’s action.</p>
      <p>Since the exploration of new mechanics relying on the
awareness of the environment and the player by the game
system was one of the primary goals of the research, we
opted for a setting and a theme that could bring such
conditions to the extreme, to understand the potential of
hybridization and obtain a cohesive game system able to
communicate its possibilities (affordances and agency) in a
direct, efficient way, the detachment between the actions
to perform and the game narrative level has been lessened
as much as possible. The horror theme was chosen to
explore such potential and develop sensor-based
interactions that closely follow the narrative level.
Following and capitalizing on the above described close
relation between narrative, mechanics, and interactions,
the Avatar (fig. 1) requires to be handled and treated
adopting behaviors in line with the occurrences.
Therefore, for example, when the character ends up
blocked by fear the player is asked to shake the avatar, or
when the character is scared because of some narrative
events, its blood freezes and the player must warm up the
avatar, just as she would do in a real world situation.</p>
      <p>Sensors and electronic components embedded allow a
considerable variety of possible interactions; moreover,
the correspondence between player’s action and narrative
events enhances the play experience to a level of meaning
that could not be reached relying on analog means.</p>
    </sec>
    <sec id="sec-8">
      <title>Hiding information to players</title>
      <p>
        To conclude the analysis of the advantages, the last
benefit coming from the coexistence of digital and
analogue within a board game is the possibility to hide
information from the player. Board games, in order to be
played, require transparency, as to say that every
information, event or game situation has to be described
in detail in the rulebook, and players must clearly
comprehend it all to properly set a game and apply rules
correctly. The knowledge that every turn of the game may
require to perform the play activity precludes, or at best
hinders, the design of game experiences based on
discovery, mystery and surprise. On the contrary, as
pointed out by Fischer, the digital medium is, instead,
opaque [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Every information intended for the player
must be declared since it has to appear on screen, or else it
will remain hidden, yet still present at coding level. The
advantage of the digital medium is exactly that the game
can be processed by the code without human intervention.
Therefore, the game system might possess information
strictly necessary for the game to develop, yet not share it
with the player. Contrary to analog games where players
need to know every detail in order to play, the digital
component does not require players to know everything:
the game computes and proposes advances even if players
are unaware of what is going on. The game designer can
take advantage of the opacity of the digital medium by
conceiving playing experiences that entail twists of
events. Progressive information delivery, combined with
the chance of random extraction from a pool of possible
events, might also grant and facilitate narrative branching,
positively impacting on the replayability of a game [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ].
      </p>
    </sec>
    <sec id="sec-9">
      <title>HOW TO ACHIEVE HYBRIDISATION BENEFITS</title>
      <p>Parallel and complementary to benefits, operations of
tabletop hybridisation with computing capacities might
fall into the same problematics addressed in the literature
related to smart object design. Such issues, explored in the
following, cannot be neglected when designing hybrid
games since they might hinder user experience, leading to
consistent misunderstandings about what the game allows
players to do, both in terms of affordances and agency.</p>
    </sec>
    <sec id="sec-10">
      <title>Smart technology dilemma</title>
      <p>
        Different authors delved into the topic of dilemmas caused
by smart technology during the design phase [
        <xref ref-type="bibr" rid="ref15 ref22 ref42">15,22,42</xref>
        ].
The first dilemma, arising from embedded interactions
[
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], is closely related to the concept of design for
commensurability [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Infusing digital and computational
capacities into an object might radically alter the very
nature of the object itself, by affecting its aspect and
behavior, but also the interactions to perform it in order to
accomplish the task [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The designer should be able to
embed digital capacities so that they do not contrast with
pre-existing characteristics or entirely reshape how the
object has been used so far. While designing the
prototype, this matter was closely taken into
consideration since both the board and the avatar were
going to be used in a way that is augmented if compared
to their traditional uses in traditional board games. The
solution to this particular aspect has been identified in
Tangible User Interfaces (TUIs) [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], interfaces which
allow physical manipulation of digital data and the
visualization of feedback directly onto the object being
handled. Such interfaces take advantage of our ability (and
also habit) of manipulating and interacting with objects,
providing physical form to digital information. Through
TUIs, computational means are able to bring benefits to
board games without undermining the physical and
tangible experience of playing a tabletop.
      </p>
      <p>
        This matter of concern is closely followed by a second one:
the invisibility dilemma [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. It might happen that
computational and electronic means embedded in an
object are hidden to the user to avoid the first dilemma. It
is otherwise fundamental that an object’s potential digital
enhancements are distinguishable by the user for her to
identify it as a smart object and use it in a suitable
manner. Using fluid yet evident forms of feedback [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] to
users input in a TUIs, which are directly provided on the
object being manipulated, largely solves this potential
design issue. In the prototype developed, the surface of
the board is backlit and provides a valuable affordance of
its hidden information [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ].
The third problematic addressed has been called control
dilemma [
        <xref ref-type="bibr" rid="ref42">42</xref>
        ] and it is mainly caused by the increasing
automation of smart objects. Designing these objects to
act and react autonomously provokes a significant
decrease in the overall degree control over them. The risk
related to the control dilemma is to cut users out of a flow
of events and reactions completely unmanageable on their
side. Although paramount, there is no technical solution
to this dilemma, which has to be tackled through user
research and careful user testing aiming at tailor-made
solutions for a flawless experience according the target
identified. The hybrid board game mounts an interface
that dynamically communicates according to the need.
Depending on the specific situation and requirements
(gameplay), the computational intelligence that
constitutes the board manages its elements and makes
them react as a sort of dynamic interface, able to
communicate to the user what would otherwise stay
hidden. The attempt to integrate smart capacity into a
hybrid board game without falling into the
aforementioned dilemmas led to accompany the function
of interface served by the board, with a screen. The need
to tell the ongoing story and its evolution according to the
player’s action, and the necessity to clearly communicate
the implications of the events in progress, enhancing them
with narrative meaning, demanded for a clear and
complex communication. Despite the presence of a surface
that provides visual feedback, the function of showing
more complex data and the game narrative is entrusted to
an external display.
      </p>
    </sec>
    <sec id="sec-11">
      <title>CONCLUSIONS</title>
      <p>
        Nonetheless, the recent breakthroughs in electronic
technology represent a promising opportunity for the
hybridisation of the analog medium with the digital one in
a tabletop, allowing a new level of interaction between
player and game system. While opening ground for the
design of new playing experiences impossible before, we
are still far from imagining such product on the market, at
an affordable price, with meaningful gameplays, and
interesting interactions. Even though microprocessors,
sensors and other electronic components have gotten
smaller, cheaper and more powerful, experimentation in
the field are limited in number and obtained not fully
satisfying results. First of all, the design and development
of a hybrid board game requires a numerous and
multidisciplinary team, involving different technical
profiles such as game designer, game developer,
interaction designer, product designer, computer scientist
and electronic engineer. Working on such a complex
project with a limited team might hinder the innovation
that only a specialist in the field could bring about. On the
contrary, working in a small team allows for quick
decision-making and project turns based on the issues
faced. Moreover, the cost of electronic components,
however low, has an important impact on the overall price
of a hybrid board game. The resulting is a product not yet
ready to compete on the market against fully analog
games. In addition, the lack of documentation about
similar operations, tackling the hybridisation of a board
game from a design point of view, might resolve in a
project moving away from standardized territory. While
sounding promising, every decision taken has to be
carefully tested, since there is no reference to be guided
by. Lastly, one of the main issues of designing a hybrid
board game as an ecosystem with various smart elements
in constant dialogue is the need to have dynamic
interfaces able to provide immediate and clear feedback to
the user. As argued by Ishii himself when discussing
tangible bits’ limits [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] in favour of his latest concept of
radical atoms [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], TUIs have the clear advantage of
allowing an immediate association between physical
representation and digital information. Their limit is the
ability to represent change: they cannot adapt and modify
their properties during interactions. By contrast, the
presence of different components allows to convey
information and feedback to the user, combining visual
and additional sensory stimuli. This design choice follows
Ishii’s recommendation of embedding “malleable” forms of
feedback—as audio and video—that are complementary to
TUIs tangible and visual feedback. In doing so, it has been
applied Ishii’s Double Interaction Loop [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], an interaction
that results into a set of composite feedback. Although
this direction adds levels of interpretation, potentially
decreasing the immediacy of certain interactions, it also
makes the game playable by visual impaired users.
      </p>
    </sec>
    <sec id="sec-12">
      <title>ACKNOWLEDGMENTS</title>
      <p>The reasonings and results here collected reflect a year
and a half of in-field, hands-on experimentation. We
thank Alberto Ronchetti and Laura Anna Ripamonti for
accepting to conduct this study as two parallel theses on
the topic, providing challenging and supportive insights
and inspirations, and invaluable technological assistance.
We also thank Polifactory, the Fab Lab of the Politecnico
di Milano that welcomed us in their makerspace.</p>
    </sec>
  </body>
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