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dc.contributor.advisorKevin Slavin.en_US
dc.contributor.authorBorenstein, Gregen_US
dc.contributor.otherMassachusetts Institute of Technology. Department of Architecture. Program in Media Arts and Sciences.en_US
dc.date.accessioned2015-09-17T19:02:16Z
dc.date.available2015-09-17T19:02:16Z
dc.date.copyright2015en_US
dc.date.issued2015en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/98650
dc.descriptionThesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2015.en_US
dc.descriptionCataloged from student-submitted PDF version of thesis.en_US
dc.descriptionIncludes bibliographical references (pages 82-83). Includes ludography (pages 84-85).en_US
dc.description.abstractTabletop games and digital games offer designers divergent affordances and provide players with different kinds of pleasures. Tabletop games excel at creating rich and immediate social interactions. They require players to enact game mechanics themselves resulting in powerful internalization of a game's dynamics. Digital games, on the other hand, can perform complex simulations to let users interact with emergent systems. Where tabletop games require painstaking reading of convoluted written rules, digital games teach their rules through interactive play. They track and adapt dynamically to player actions to ensure competitiveness. And they can connect to the net, allowing remote play, constantly updated content, and even the dynamic integration of real world data. This thesis explores the novel game mechanics and play patterns made possible by including digital devices in a traditional tabletop game setting. It presents a new framework for designing hybrid digital-physical tabletop games based on four areas of focus in which existing digital and tabletop game design practices currently come into conflict: player perception of randomness, the cost of simulation, methods for employing hidden information, and the role of bookkeeping. To illustrate this framework, this thesis describes the design for a novel digital-physical hybrid game called "Sneak." Sneak is a tabletop stealth game for 2-4 players about deception, evasion, and social intuition. Sneak's development, playtesting process, and design decisions are used as a test case for validating the described design framework.en_US
dc.description.statementofresponsibilityby Greg Borenstein.en_US
dc.format.extent90 pagesen_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsM.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectArchitecture. Program in Media Arts and Sciences.en_US
dc.titleThe future of tabletop gamesen_US
dc.typeThesisen_US
dc.description.degreeS.M.en_US
dc.contributor.departmentProgram in Media Arts and Sciences (Massachusetts Institute of Technology)
dc.identifier.oclc920678227en_US


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