Skip to main content

Motivational and Behavioral Differences Between Traditional and Digital Tabletop Games

  • Conference paper
  • First Online:
Advances in Usability, User Experience, Wearable and Assistive Technology (AHFE 2021)

Part of the book series: Lecture Notes in Networks and Systems ((LNNS,volume 275))

Included in the following conference series:

  • 4185 Accesses

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.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 229.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 299.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Ryan, R.M., Rigby, C.S., Przybylski, A.: The motivational pull of video games: a self-determination theory approach. Motiv. Emot. 30, 344–360 (2006). Springer Science + Business Media, LLC. https://doi.org/10.1007/s11031-006-9051-8

  2. Xu, Y., Barba, E., Radu, I., Gandy, M., MacIntyre, B.: Chores are fun: understanding social play in board games for digital tabletop game design. In: Georgia Institute of Technology 85 5th St. NW Atlanta, GA 30308 (2011)

    Google Scholar 

  3. Jacob, R.J.K., et al.: Reality-based interaction: a framework for post-WIMP interfaces. In: Tufts University, Department of Computer Science 161 College Avenue. Medford, MA 02155 USA (2008)

    Google Scholar 

  4. Bartle, R.: MUSE Ltd., Hearts, Clubs, Diamonds, Spades: Players who suit muds, Colchester, Essex, UK (1996)

    Google Scholar 

  5. Yee, N.: The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence Teleoperators Virtual Environ. 15(3), 309–329 (2006)

    Article  Google Scholar 

  6. Johnson, D., Gardner, J.: Personality, motivation and video games. In: Brereton, M. (ed.) Proceedings of the 2010 Australian Computer Human Interaction Conference, pp. 276–279. Association for Computing Machinery, USA (2010)

    Google Scholar 

  7. Yee, N.: Motivations for play in online games. Cyberpsychol. Behav. 9(6), 772–775 (2006). Rapid Communication

    Google Scholar 

  8. Przybylski, A.K., Rigby, C.S., Ryan, R.M.: A motivational model of video game engagement. Rev. Gen. Psychol. 14(2), 154–166 (2010). American Psychological Association

    Google Scholar 

Download references

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).

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

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

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-80091-8_41

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-80090-1

  • Online ISBN: 978-3-030-80091-8

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics