Publicação

Exploring continuity in transmedial play

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Detalhes bibliográficos
Resumo:Over the years, hybrid games have gained increasing attention. Research in gaming hybridity has sought to enhance analog and digital game experiences by leveraging the unique affordances and benefits of both mediums. In most hybrid games, both mediums are blended in the experience in the same game session, with one element — either analog or digital — assuming a supportive role (e.g., narration), which can undermine the potential of both mediums. This imbalance may lead players to perceive certain components as disruptive rather than complementary in the experience. This work proposes an approach that enables players to engage with a hybrid gaming experience across separate analog and digital sessions, promoting a seamless and interconnected experience across mediums. The ultimate goal is to understand how this type of experience shapes players’ perceptions of hybrid play while leveraging the unique benefits and affordances of each medium at different times. To achieve this, we first conducted a study to examine how players perceive a sense of continuous play across analog and digital games, and explore the tradeoffs associated with designing for continuity based on insights from prior player experiences. Second and based on the previous step, we designed and developed a digital prototype as an extension to the board game Tidal Blades 2: Rise of The Unfolders1. To complement this step, we conducted a user study with the prototype, where 15 participants (7 groups) perceived it as a continuation of play. Transmedial play was perceived positively, a way for players to feel continuously connected to the game world. This study provides insights into the different ways mediums can connect in transmedial play, for example through different contexts (e.g., prefering to only play in one medium) or preferences, as well as new avenues in game research.
Autores principais:Ferrejal, Inês Raquel Gil
Assunto:Hybrid games Transmedial Play Board Games Digital Games Continuity
Ano:2026
País:Portugal
Tipo de documento:dissertação de mestrado
Tipo de acesso:acesso aberto
Instituição associada:Universidade de Lisboa
Idioma:inglês
Origem:Repositório da Universidade de Lisboa
Descrição
Resumo:Over the years, hybrid games have gained increasing attention. Research in gaming hybridity has sought to enhance analog and digital game experiences by leveraging the unique affordances and benefits of both mediums. In most hybrid games, both mediums are blended in the experience in the same game session, with one element — either analog or digital — assuming a supportive role (e.g., narration), which can undermine the potential of both mediums. This imbalance may lead players to perceive certain components as disruptive rather than complementary in the experience. This work proposes an approach that enables players to engage with a hybrid gaming experience across separate analog and digital sessions, promoting a seamless and interconnected experience across mediums. The ultimate goal is to understand how this type of experience shapes players’ perceptions of hybrid play while leveraging the unique benefits and affordances of each medium at different times. To achieve this, we first conducted a study to examine how players perceive a sense of continuous play across analog and digital games, and explore the tradeoffs associated with designing for continuity based on insights from prior player experiences. Second and based on the previous step, we designed and developed a digital prototype as an extension to the board game Tidal Blades 2: Rise of The Unfolders1. To complement this step, we conducted a user study with the prototype, where 15 participants (7 groups) perceived it as a continuation of play. Transmedial play was perceived positively, a way for players to feel continuously connected to the game world. This study provides insights into the different ways mediums can connect in transmedial play, for example through different contexts (e.g., prefering to only play in one medium) or preferences, as well as new avenues in game research.