Analog games have seen a surge of interest, board game cafes, new titles, and a more accepting culture to role-playing games as a pass-time has fueled a boom in sales. However, academic research is relatively stagnating upon the analog domain as an object of design, due to both the interdisciplinary nature taking cues from computer science, narrative creation, psychology, and due to a lack of good publication venues for such works. Although being integrated to achieve severe and crucial outcomes such as brain health diagnosis, industrial training, recruitment process, analog games have been facing the lack of severe attempts for human factors consideration and design improvisation. The workshop endeavours to highlight such issues with the discussion upon existing solutions and potential areas of improvement. Furthermore, the aim of this workshop is to address the gap, looking at the ways in which academics can apply their tools to the discussion of analog games, including but not limited to board games, war games, and tabletop role-playing. New computer-based technologies such as player agents, 3D printing and rapid prototyping, crowd-funding, etc. will revolutionize the industry.
You can see the programme and accepted papers of the 1st Workshop on Tabletop Games (FDG 2018) here and the programme and accepted papers of the 2nd Workshop on Tabletop Games (FDG 2019) here.
2 Important note on scope
We define tabletop games here to include any game played by a group of players (or one player, in niche cases) on the tabletop: this includes board games, role-playing games, technology-enhanced board games (e.g. Mansions of Madness or Alchemists), and so on. Computer simulations of tabletop games are also included, e.g. for simulated board game play for the purposes of artificial intelligence or other computational tasks. Importantly, the topics of this workshop do not include playground activities or urban games, pervasive games (e.g. played throughout the day during other activities), and games intended to be played exclusively on the computer (e.g. digital card games such as Hearthstone). Therefore, while a computer-based generator which outputs a map and description which can be played on a tabletop role-playing game such as Dungeons & Dragons is acceptable, should the same generator only output dungeons played on the computer it would not be acceptable. Similarly, a computer simulation (interactive or not) of Chess would be acceptable provided that it simulates a board game (in this case Chess) which can be played on the tabletop. If you have any questions on whether a topic is within scope of this workshop, please contact us at email@example.com or firstname.lastname@example.org for the specific case.