Publication
Tabletop Game Meets Live-Streaming: Empowering the Audience
Pascal Lessel; Maximilian Altmeyer
Augmented Tabletop Games Workshop @ CHI PLAY '17, CHI PLAY '17, 2017.
Abstract
Live-streaming of games has become a topic for research
recently. Not only are digital games streamed,
but also card and tabletop games. Today's gaming live-
streaming platforms offer a direct communication channel
between audience and streamer via a live-chat. The latter is often used to integrate the audience into the stream,
e.g. by letting the audience participate in a poll that decides
what should be played next. Games also have appeared
that allow the audience to alter game mechanics while the
streamer plays the game (e.g., ChoiceChamber). While
many of these games are digital, it seems reasonable to
extend this to analog games, potentially, by augmenting
the underlying game as well. In this white paper, we will
present as examples two categories of analog games that
are already used in streams today and we elaborate on how
these games have been extended for this context and how
these could be augmented further. With this paper, we illustrate not only how non-digital games have been altered but
also want to emphasize that having an audience is an im-
portant aspect that is of relevance for augmented tabletop
games---similar to video games that have already started
to take this design dimension into account---in the future as
well. The latter is especially important when the inherent
social component of tabletop gaming is considered