TY - JOUR
T1 - Unhappy families
T2 - Using tabletop games as a technology to understand play in education
AU - Lean, John
AU - Illingworth, Sam
AU - Wake, Paul
PY - 2018/5/9
Y1 - 2018/5/9
N2 - In this article, we argue that tabletop games provide a helpful means of rethinking the affordances of digital games in pedagogy. We argue that tabletop games offer a distinctive technology from digital games in exploring the idea of play as experience, providing a sociable, accessible and tactile platform that can easily be adapted by players to suit their needs. At a workshop session at an international conference on play in education, we used tabletop games to enable discussion and observation of play. This workshop suggested that, rather than a singular definition, tabletop play means different things to different people, and what is ‘counted as’ play depends upon both individual and group interactions. Building upon this discussion, in this article, we return to both tabletop and digital games to discuss the idea of play as experience, especially with regard to the use of technology in educational settings, and how games might be seen as less ‘predictable’ than other technologies. We hope that this discussion provides future inspiration to other scholars who are considering the use of tabletop games in both pedagogical and technological research.
AB - In this article, we argue that tabletop games provide a helpful means of rethinking the affordances of digital games in pedagogy. We argue that tabletop games offer a distinctive technology from digital games in exploring the idea of play as experience, providing a sociable, accessible and tactile platform that can easily be adapted by players to suit their needs. At a workshop session at an international conference on play in education, we used tabletop games to enable discussion and observation of play. This workshop suggested that, rather than a singular definition, tabletop play means different things to different people, and what is ‘counted as’ play depends upon both individual and group interactions. Building upon this discussion, in this article, we return to both tabletop and digital games to discuss the idea of play as experience, especially with regard to the use of technology in educational settings, and how games might be seen as less ‘predictable’ than other technologies. We hope that this discussion provides future inspiration to other scholars who are considering the use of tabletop games in both pedagogical and technological research.
KW - Digital technology
KW - Play
KW - Tabletop games
UR - http://www.scopus.com/inward/record.url?scp=85055790004&partnerID=8YFLogxK
U2 - 10.25304/rlt.v26.2027
DO - 10.25304/rlt.v26.2027
M3 - Article
AN - SCOPUS:85055790004
SN - 2156-7069
VL - 26
JO - Research in Learning Technology
JF - Research in Learning Technology
M1 - 2027
ER -