Digital board games
Aleksander Krzywinski, Weiqin Chen, Erlend Røsjø · 2011
In this paper the authors argue that the affordance of peripheral activities in multi-modal tabletop interfaces for digital board games increase the user experience of passive players compared to WIMP interfaces. The authors have made a prototype implementation of Carcassonne with a multi-modal, direct manipulation interface and conducted a user study to explore the effects of this interface and found that it appears to influence the experience and fun factor of players of digital board games.