It’s time to dig deeper into the topic of hybrid games. A quick overview of related sources showed that hybrid games is not a new phenomenon, but it actively develops as technologies develop. In the very early and basic understanding hybrid games were defined as “games, combining physical and digital element into a single product” (V. Kankainen et. al, 2017) [p.2]. But definition has developed greatly since then. Kankainen gives a broad overview of evolution of hybrid game definitions. Main trend in defining hybrid games is that it’s not correct to focus on technological perspective. Hybrid games should be approached from perspective of playres’ experience or, as Kankainen states in their article “Games as Blends”, “as a blend of different conceptual domains, related to games”.
I agree that technological perspective is not relevant for all types of hybrid games. For example, ARGs, augmented games or location-aware games don’t correspond with this definition. But since my focus area is blending board and digital games, e.g. elecronic board games, the abovementioned definition fits perfectly.
Another Kanakinen’s work “Hybrid Board game design guidelines” provided me with some practical information, where they describe 17 guidelines for this type of games:
- Accesibility
- Added value
- Automation
- Aesthetics
- Recovery
- Availability
- Universality
- Obsolescence
- Scaleability
- Customizability
- Sociability
- Shareability
- Tutorials
- Modifiable rules
- Tangibility
- Parallel play
- Integration
While developing project concepts, I was already thinking about several of these points. For example, parallel play as a game feature, I’ve set up Integration (which means that digital element should be a justified part of the overall experience) as one of the main aims for the project, Automation and added value as subfunctions of digital elements. So for this project I want to keep up with the following guidelines:
- Accessibility
- Added value
- (Automaion)
- Availability
- Universality
- Integration
Accessibility means that my game would be easy enough to understand from the first play. I believe it’s especially important when including a hybrid element to the game. So that player understands the rules and functioning of digital element. That keeps interest in the game. Added values comes together with intergraton as digital element must have a particular function that makes playing experience unique. Availability is paired with Universality. The game should not use exclusive technology, created specifically for this one project. To make the game massively spread, it should rely on devices that have most people – smartphones or related technology. Automation is optional feature that I may or may not use, depending on how the concept will be developed further.
Case studies
Among electronic board games common case study example is XCOM: board game.

The game comes with a special app, which “controls some aspects of the game like determining the resources available on a particular round, amount and time of enemies and time to act” (Kankainen, 2017). The app also helps with set up phase, where it’s possible to choose amount of players, difficulty level and place cards. In general the game blends resourse management board game with features of digital games.

Hitman Go:

This game uses alternative approach, where it transfers board game features and mechanics to a video game format. We can see 3D game field with static character figurines, that could potentially be implemented in material and played. But digital format allows more interesting puzzles and enemy behaviours that couldn’t be implemented in reality. So, the game blends game aesthetics with digital puzzle games.
World of Yo-ho:
This game is also more digital than board one, but it has interesting balance between its elements. It can be played both blended and analogue, what contributes to Obsolescence. Thus it can be flayed without an app, digital part makes the experience much more enjoyable visually and interactively. But in my opinion it relies too much on digital element, because most of the aesthetics relies on it as well as quests to complete. Problems with app can make the game unplayable or less enjoyable.
This is my basic research for now which touches upon basic topic of my project. Especially ‘methodological’ resource helped me to define some basic guidelines to follow. I believe they could support basic principles and aims I’ve set up for the project as well as become checkpoints of evaluation and critical reflection in the end, so that I can see if I manages to achieve these goals or not.
Among other possible areas of research, I might have a look at 3D board games with several spatial levels like 3D chess.
Resources:
- V. Kankainen , J. Arjoranta, T. Nummenmaa (2017) Games as Blends: Understanding Hybrid Games. Journal of Virtual Reality and Broadcasting, Volume 14(2017), no. 4. ISSN 1860-2037.
- V. Kankainen, J. Paavilainen (2019) Hybrid Board game design guidelines. Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix. Available at: https://www.researchgate.net/publication/336687318_Hybrid_Board_Game_Design_Guidelines (Accessed: 07.05.2021).