Abstract
At present, many people have invested a lot of time, money in both traditional and digital tabletop games. The motivations of these two user groups seem to be different, and these two usage scenarios may also influence users’ performance and experience. “TICHU” is a competitive tabletop card game with high popularity in China. In this paper, two empirical studies were conducted to explore the motivation and behavior of players in two tabletop game settings (traditional and digital). Study 1 testified the applicability of Yee’s (2006) player motivation model in tabletop games. Significant motivational differences between the two settings were found. Study 2 investigated the differences of the players’ conversation and physical interaction between the two settings. Solid evidences were found to interpret the motivational differences.
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Acknowledgments
This research is supported by Beijing Social Science Fund “Research on the development mechanism and strategy of Beijing Tourism and leisure agriculture driven by cultural creative design” (19YTB018).
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Liu, S., Wang, J., Long, Y., Tan, Y. (2021). Motivational and Behavioral Differences Between Traditional and Digital Tabletop Games. In: Ahram, T.Z., Falcão, C.S. (eds) Advances in Usability, User Experience, Wearable and Assistive Technology. AHFE 2021. Lecture Notes in Networks and Systems, vol 275. Springer, Cham. https://doi.org/10.1007/978-3-030-80091-8_41
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DOI: https://doi.org/10.1007/978-3-030-80091-8_41
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