FDG2020 | 3rd Workshop on Tabletop Games

September 15-18 | Malta

1 Introduction

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 h.aslam@innopolis.ru or j.brown@innopolis.ru for the specific case.

3 Submissions

We welcome submissions as either full papers describing novel research as well as short papers. Note that full papers may be published at the ACM Digital Library under circumstances (depending on the number of accepted papers), but short papers will not.

We futher welcome playable experiences and demos as part of or instead of a normal paper presentation and we will work with accepted submissions in order to allow for the presentation in a space for such demos.

Submissions can be made via EasyChair at the following address:https://easychair.org/conferences/?conf=tgatfdg2020

Tabletop games span a broad range of applications, but indicative topics for papers include but not limited to:

Player/User Experience Testing and Playtest Methodologies.
Design and Manufacturing of Physical Game Objects.
Impact of 3D printing and rapid prototyping.
Rules Generation, Development, and Extraction.
Crowd-Funding Development and Processes.
Social Networks and Discussion Groups on Analog Games.
Impact of YouTube (i.e. video rule-books) on games rules presentation
IoT Technologies in Games Objects.
Procedural Content Generation.
Technology applied to the understanding of play.
Historical Reviews, Post Mortem, and Lessons Learned.
Dos and Don'ts of Game Design.

4 Programme


5 Important Dates

11 May NEW - 31 May 2020Paper submission deadline
15-18 September 2020Workshop

6 Submission Guidelines

We welcome full papers of 5-8 pages in length. We also welcome short papers from 2-4 pages on positions, visions and work in progress on topics that are relevant to the topic of tabletop games: short papers should include some key references. We also encourage the submission of demonstrations of research prototypes and various interesting tabletop designs, which can be accompanied by a long or short paper (of 2-8 pages). Note that full papers may be published at the ACM Digital Library under circumstances (depending on the number of accepted papers), but short papers will not.

Papers submissions will be subject to double-blind peer review, and each submission will be peer reviewed. Authors of accepted papers will be invited to give an oral presentation of their paper at the workshop. All submissions should be anonymized, as the review process is double-blind. All submissions (short and long papers) should be in PDF format and comply with the new ACM format and need to import ACM CCS 2012 concepts. Both LaTeX and Word ACM templates are acceptable for producing the PDF file.

Papers should be submitted through EasyChair: https://easychair.org/conferences/?conf=tgatfdg2020

7 Organizers

  • Hamna Aslam received the B.Sc. in Computer Engineering and an M.Sc. in Computer Engineering from UET, Lahore, Pakistan. Previously she was a visiting lecturer at the Institute of Business Management, University of Engineering and Technology Lahore (UET), Pakistan. Besides, Hamna Aslam worked in the energy sector of the government of Pakistan in the capacity of Software Developer. Presently she is a Ph.D. student at University of Toulouse, France and instructor at Innopolis University.

    Her research interests include Human Factors in Gaming, Intuitive Game Design and User testing.

  • Joseph Alexander Brown was born in Niagara-on-the-Lake, ON, Canada, on July 6, 1985. He received the B.Sc. (Hons.) with first-class standing in computer science with a concentration in software engineering, and M.Sc. in computer science from Brock University, St. Catharines, ON, Canada in 2007 and 2009, respectively. He received the Ph.D. in computer science from the University of Guelph in 2014.

    He previously worked for Magna International Inc. as a Manufacturing Systems Analyst and as a visiting researcher at ITU Copenhagen in their Games Group. He is currently an Assistant Professor and Head of the Artificial Intelligence in Games Development Lab at Innopolis University in Innopolis, Republic of Tatarstan, Russia and an Adjunct Professor of Computer Science at Brock University, St. Catharines, ON, Canada.

    He is a Senior Member of the IEEE, a chair of the yearly Procedural Content Generation Jam (ProcJam). He was the proceedings chair for the IEEE 2013 Conference on Computational Intelligence in Games (CIG) and is Vice-Chair for the IEEE Committee on Games.


8 Program Committee