Anyboard: A Platform for Hybrid Board Games

  • Simone Mora
  • Tomas Fagerbekk
  • Matthias Monnier
  • Emil Schroeder
  • Monica Divitini
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9926)


Making hybrid board games that mix the interactivity of video games with the social impact of board games is challenging. While the design process needs to take into account elements from the digital and analog domains, building prototypes requires dealing with diverse technologies in the field of Tangible Interfaces and Interactive Tabletop and Surfaces. Anyboard provides theoretical tools to map traditional board game interaction to the hybrid medium and lightweight technology tools to facilitate game prototyping. Our platform provides augmented game pieces that work with traditional cardboards, allowing designers to easily build collaborative interactive games without requiring engineering skills.


Hybrid game Pervasive game Design Prototyping Platform Tangible interface 



We thank Dr. Ines Di Loreto for her contribution to the ITo approach formalisation and her feedbacks on Anyboard.


  1. 1.
    Avrahami, D., Wobbrock, J.O., Izadi, S.: Portico: tangible interaction on and around a tablet. In: Proceedings of UIST, pp. 347–356. ACM (2011)Google Scholar
  2. 2.
    Bakker, S., Vorstenbosch, D., Van Den Hoven, E., Hollemans, G., Bergman, T.: Weathergods: tangible interaction in a digital tabletop game. In: Proceedings of TEI, pp. 151–152. ACM (2007)Google Scholar
  3. 3.
    Costikyan, G.: Don’t be a vidiot: what computer game designers can learn from non-electronic games. In: Game Developers Conference, vol. 26 (1998)Google Scholar
  4. 4.
    Dietz, P., Leigh, D.: DiamondTouch: a multi-user touch technology. In: Proceedings of UIST, pp. 219–226. ACM (2001)Google Scholar
  5. 5.
    Garcia-Sanjuan, F., Catala, A., Fitzpatrick, G., Jaen, J.: Around-device interactions: a usability study of frame markers in acquisition tasks. In: Abascal, J., Barbosa, S., Fetter, M., Gross, T., Palanque, P., Winckler, M. (eds.) INTERACT 2015. LNCS, vol. 9297, pp. 195–202. Springer, Heidelberg (2015)CrossRefGoogle Scholar
  6. 6.
    Garcia-Sanjuan, F., Jaen, J., Catala, A., Fitzpatrick, G.: Airsteroids: re-designing the arcade game using markairs. In: Proceedings of ITS, pp. 413–416. ACM (2015)Google Scholar
  7. 7.
    Greenberg, S.: Collaborative physical user interfaces. In: Communication and Collaboration Support Systems (2004)Google Scholar
  8. 8.
    Haller, M., Forlines, C., Koeffel, C., Leitner, J., Shen, C.: Tabletop games: platforms, experimental games and design recommendations. In: Art and Technology of Entertainment Computing and Communication, pp. 271–297 (2010)Google Scholar
  9. 9.
    Ishii, H.: Tangible bits: beyond pixels. In: Proceedings of TEI. ACM (2008)Google Scholar
  10. 10.
    Krzywinski, A., Mi, H., Chen, W., Sugimoto, M.: RoboTable: a tabletop framework for tangible interaction with robots in a mixed reality. In: Proceedings of ACE. ACM (2009)Google Scholar
  11. 11.
    Leitner, J., Haller, M., Yun, K., Woo, W., Sugimoto, M., Inami, M., Cheok, A.D., Been-Lirn, H.D.: Physical interfaces for tabletop games. ACM Comput. Entertain. (CIE) 7(4), 1–21 (2009)CrossRefGoogle Scholar
  12. 12.
    Lilis, Y., Savidis, A.: An integrated development framework for tabletop computer games. ACM Comput. Entertain. (CIE) 12(3), 1–34 (2015)CrossRefGoogle Scholar
  13. 13.
    Magerkurth, C., Cheok, A.D., Mandryk, R.L., Nilsen, T.: Pervasive games: bringing computer entertainment back to the real world. ACM Comput. Entertain. (CIE) 3(3), 4 (2005)CrossRefGoogle Scholar
  14. 14.
    Magerkurth, C., Stenzel, R., Prante, T.: STARS - a ubiquitous computing platform for computer augmented tabletop games. In: Proceedings of UBICOMP (2003)Google Scholar
  15. 15.
    Mandryk, R.L., Maranan, D.S.: False prophets: exploring hybrid board/video games. In: Proceedings of CHI Extended Abstracts, pp. 640–641. ACM (2002)Google Scholar
  16. 16.
    Marco, J., Baldassarri, S., Cerezo, E.: ToyVision: a toolkit to support the creation of innovative board-games with tangible interaction. In: Proceedings of TEI. ACM (2013)Google Scholar
  17. 17.
    Mellis, D., Banzi, M., Cuartielles, D., Igoe, T.: Arduino: an open electronic prototyping platform. In: Proceedings of CHI Extended Abstracts. ACM (2007)Google Scholar
  18. 18.
    Mora, S., Di Loreto, I., Divitini, M.: The interactive-token approach to board games. In: De Ruyter, B., Kameas, A., Chatzimisios, P., Mavrommati, I. (eds.) AmI 2015. LNCS, vol. 9425, pp. 138–154. Springer, Heidelberg (2015). doi: 10.1007/978-3-319-26005-1_10 CrossRefGoogle Scholar
  19. 19.
    Mora, S., Di Loreto, I., Divitini, M.: From interactive surfaces to interactive game pieces in hybrid board games. J. Ambient Intell. Smart Environ. (2016, to appear)Google Scholar
  20. 20.
    Mueller, S., Dippon, A., Klinker, G.: Capture The flag: engaging in a multi-device augmented reality game. In: Proceedings of ITS, pp. 277–282. ACM (2015)Google Scholar
  21. 21.
    Ullmer, B., Ishii, H., Jacob, R.J.K.: Token+constraint systems for tangible interaction with digital information. ACM Trans. Comput. Hum. Interact. (TOCHI) 12(1), 81–118 (2005)CrossRefGoogle Scholar

Copyright information

© IFIP International Federation for Information Processing 2016

Authors and Affiliations

  • Simone Mora
    • 1
  • Tomas Fagerbekk
    • 1
  • Matthias Monnier
    • 1
  • Emil Schroeder
    • 1
  • Monica Divitini
    • 1
  1. 1.Department of Information Technology and Computer ScienceNorwegian University of Science and TechnologyTrondheimNorway

Personalised recommendations