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Final published version
Licence: CC BY-NC: Creative Commons Attribution-NonCommercial 4.0 International License
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
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TY - GEN
T1 - The Internet of Things Game
T2 - Digital Games Research Association Conference 2020
AU - Akmal, Haider Ali
AU - Coulton, Paul
PY - 2020/9/2
Y1 - 2020/9/2
N2 - The Internet of Things (IoT) is a phenomenon wherein everyday objects are capable of interacting together through the Internet, producing complex interdependencies between human and non-human actants. However, much of this complexity is not legible to users of IoT and can produce concerns relating to areas such as privacy and security when the independent-but-interdependent motivations and perspectives of the actants are incongruent. To address this issue this paper presents The Internet of Things Board Game which has been designed such that its procedural rhetoric makes legible these independent-but-interdependent relationships and reveal how they manifest in the management of our security and privacy within IoT. The results of play-testing the game through multiple iterations highlight the valuable contribution games can play in revealing the ever-increasing complexity of relationships between the digital and the physical and the human and non-human.
AB - The Internet of Things (IoT) is a phenomenon wherein everyday objects are capable of interacting together through the Internet, producing complex interdependencies between human and non-human actants. However, much of this complexity is not legible to users of IoT and can produce concerns relating to areas such as privacy and security when the independent-but-interdependent motivations and perspectives of the actants are incongruent. To address this issue this paper presents The Internet of Things Board Game which has been designed such that its procedural rhetoric makes legible these independent-but-interdependent relationships and reveal how they manifest in the management of our security and privacy within IoT. The results of play-testing the game through multiple iterations highlight the valuable contribution games can play in revealing the ever-increasing complexity of relationships between the digital and the physical and the human and non-human.
KW - procedural rhetoric
KW - board game
KW - Internet of Things
KW - game design
KW - more-than-human
M3 - Conference contribution/Paper
BT - Proceedings of Digital Games Research Association Conference 2020 (DiGRA 2020)
PB - Digital Games Research Association - DiGRA
Y2 - 2 June 2020 through 6 June 2020
ER -