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Designing KOKOtap – helping players to keep track of game state in board games

Kansikas, Veera (2025)

 
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Kansikas, Veera
2025

Tietotekniikan DI-ohjelma - Master's Programme in Information Technology
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
Hyväksymispäivämäärä
2025-10-13
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202510109801
Tiivistelmä
The activity of playing a board game is often a complex one, where a player must keep track of not only their own actions, but also the actions of other players. Strategy board games often only add to this complexity by utilizing a complex game structure, where different actions are available at different times. Though various digital tools and helper applications have been developed for countless board games, their purpose tends to be restricted to the automatization of game tasks traditionally done with physical game components. This thesis presents the design and implementation of a board game helper application that provides users a visual representation of active player turns, the ongoing phase of the game round, and the available game actions. By providing players a digital tool they can use to keep track of the game state, the application aims to make the task easier to accomplish, thus lowering the barrier of entry into board gaming for those who may struggle with the task. A user study with eight participants was conducted to evaluate the effectiveness of the application and its effect on the playing experience. Based on the results of the evaluation, the application helped players to feel more confident playing the game despite its complexity and lessened the amount of mental effort needed to keep track of the game state. An appealing and calm design of the application helped it to blend in the context of a board game play, where it did not cause perceivable negative effect to the experience of playing. The results of this thesis demonstrated a use for a digital tool in board games that did not automate any physical tasks but instead helped players with the mental tasks required to play the game.
Kokoelmat
  • Opinnäytteet - ylempi korkeakoulututkinto [41565]
Kalevantie 5
PL 617
33014 Tampereen yliopisto
oa[@]tuni.fi | Tietosuoja | Saavutettavuusseloste
 

 

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Kalevantie 5
PL 617
33014 Tampereen yliopisto
oa[@]tuni.fi | Tietosuoja | Saavutettavuusseloste