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Tool for Map Creation and Map Interaction During Tabletop Game Sessions

Published: 13 June 2019 Publication History

Abstract

Tabletop board games are a collaborative creative process that can benefit from new technical tools to augment game sessions. This demo is an interactive map creator made to create and display dungeon maps for people who play tabletop board games. It has an editing component for people to make maps, and a display component to view and interact with those maps. Users can engage with the demo on two levels, as a creator making dungeon maps, or as a player exploring them.

References

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@BESW. 2017. Origin of the term 'Theater of the Mind'. Retrieved March 8th, 2019 from https://rpg.stackexchange.com/questions/9244
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@RadioactiveCashew et al. 2019. DMAcademy. Reddit. Retrieved March 8th, 2019 from https://www.reddit.com/r/DMAcademy/
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Carsten Magerkurth, Maral Memisoglu, Timo Engelke, and Norbert Streitz. 2004. Towards the next generation of tabletop gaming experiences. In Proceedings of Graphics Interface 2004 (GI '04). Canadian Human-Computer Communications Society, School of Computer Science, University of Waterloo, Waterloo, Ontario, Canada, 73--80. Retrieved April 29th, 2019 from https://dl.acm.org/citation.cfm?id=1006068
[4]
Dyson Logos. 2019. Dyson's Dodecahedron: An RPG Blog, with a few Maps. Retrieved March 8th, 2019 from https://dysonlogos.blog/
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Emily Hery. 2019. Tabletop RPG Map Survey. Retrieved March 8th, 2019 from https://docs.google.com/forms/d/e/1FAIpQLScbQGoH_JOJSjPAnkEi6mgtzLGN9kb_b1DCBZD42QQrpoul5Q/viewform?usp=sf_link
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Jeremy Crawford and Mike Mearls. 2014. D&D Player's Handbook. Hasbro SA, Delémont, CH.
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Joseph Senecal et al. 2019. Dragon at UCD. Facebook. Retrieved March 8th, 2019 from https://www.facebook.com/groups/ucddragon/
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Oguz Turan Buruk and Oguzhan Özcan. 2016. WEARPG: game design implications for movement-based play in table-top role-playing games with arm-worn devices. In Proceedings of the 20th International Academic Mindtrek Conference. ACM, New York, NY, USA, 403--412. Retrieved April 29th, 2019 from https://dl.acm.org/citation.cfm?id=2994315
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Oguz Turan Buruk and Oguzhan Özcan. 2018. Extracting Design Guidelines for Wearables and Movement in Tabletop Role-Playing Games via a Research Through Design Process. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (CHI '18). ACM, New York, NY, USA, Paper 513, 13 pages.
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The Orr Group. 2019. Roll20. Retrieved March 8th, 2019 from https://roll20.net/

Cited By

View all
  • (2023)“It Has to Ignite Their Creativity”: Opportunities for Generative Tools for Game MastersProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3587204(1-6)Online publication date: 12-Apr-2023
  • (2022)Designing new digital tools to augment human creative thinking at work: An application in elite sports coachingExpert Systems10.1111/exsy.1319440:3Online publication date: 30-Nov-2022
  • (2020)The configuration and experience mapping of an accessible VR environment for effective design reviewsArtificial Intelligence for Engineering Design, Analysis and Manufacturing10.1017/S089006042000029334:3(387-400)Online publication date: 20-Jul-2020

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Information & Contributors

Information

Published In

cover image ACM Conferences
C&C '19: Proceedings of the 2019 Conference on Creativity and Cognition
June 2019
745 pages
ISBN:9781450359177
DOI:10.1145/3325480
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 13 June 2019

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Author Tags

  1. digital interface
  2. interaction
  3. maps
  4. projection
  5. tabletop games

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  • Demonstration

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C&C '19
Sponsor:
C&C '19: Creativity and Cognition
June 23 - 26, 2019
CA, San Diego, USA

Acceptance Rates

C&C '19 Paper Acceptance Rate 30 of 101 submissions, 30%;
Overall Acceptance Rate 108 of 371 submissions, 29%

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Cited By

View all
  • (2023)“It Has to Ignite Their Creativity”: Opportunities for Generative Tools for Game MastersProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3587204(1-6)Online publication date: 12-Apr-2023
  • (2022)Designing new digital tools to augment human creative thinking at work: An application in elite sports coachingExpert Systems10.1111/exsy.1319440:3Online publication date: 30-Nov-2022
  • (2020)The configuration and experience mapping of an accessible VR environment for effective design reviewsArtificial Intelligence for Engineering Design, Analysis and Manufacturing10.1017/S089006042000029334:3(387-400)Online publication date: 20-Jul-2020

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