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DiGRA
This collection of research papers explores the evolving relationship between physical materiality and digital technology within the landscape of games and play. The primary thesis posits that the traditional dichotomy between analog and digital gaming is increasingly obsolete, as modern developments in sensors, mobile connectivity, and the Internet of Things create hybrid experiences. By examining the interplay between physical objects and virtual interfaces, the work seeks to redefine the scope of game studies, advocating for a more interdisciplinary approach that recognizes the significance of tactile, spatial, and performative elements in contemporary play.
The findings highlight several key areas of innovation, including the use of NFC tags to bridge physical toys with digital software, the application of 3D printing as a ludic practice, and the integration of location-based mobile technologies with traditional board game mechanics. Through various case studies—ranging from the analysis of commercial locative games to the social functions of dice in tabletop war games—the research demonstrates that physical elements often provide essential social and sensory cues that digital automation might inadvertently diminish. The authors identify a "digital augmentation fallacy," cautioning against the assumption that all physical tasks in games are inherently inefficient or in need of digital replacement.
Spanning diverse industry segments such as urban planning simulations, pervasive gaming, and consumer electronics, the research utilizes methodologies including material culture analysis, participant observation, and design-based case studies. The collection concludes that the future of the field lies in a "hybrid turn," where scholars and designers move beyond isolated silos of board game or digital game studies to embrace a holistic understanding of how material and immaterial dimensions converge to shape the modern gaming experience.
Eindhoven University of Technology · 2026