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Design Principles for Social Interaction in Co-located MR Tabletop Games

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📽️ Project Video

Here is the official project video for Depthbound, showcasing the gameplay and social interaction within the Mixed Reality prototype:

✨ Abstract

Analog board games enable social interaction through physical co-presence, shared artifacts, and nonverbal communication. Mixed Reality (MR) transfers these principles into hybrid environments but poses challenges regarding social isolation caused by Head-Mounted Displays (HMDs).

This thesis investigated how design principles can promote social interaction and shared presence in co-located MR. The study involved the development of Depthbound, a cooperative maritime-themed card game for three players, and an empirical evaluation comparing analog play against different MR configurations.

🎮 The Project: Depthbound

Depthbound is a co-located MR adaptation of the cooperative card game Hanabi.

  • Core Mechanic: Asymmetric information—players see everyone's cards but their own. This forces communication and joint attention.
  • Setting: A maritime dark-fantasy world featuring a "ghost captain" and an interactive parrot companion ("Flint") for diegetic feedback.
  • Architecture: The game uses Shared Spatial Anchors to ensure the virtual table exists at the exact same physical position for all three players, creating a consistent shared reality.

🛠️ Tech Stack

  • Hardware: Meta Quest 3
  • Engine: Unity 6
  • Networking: Photon Fusion 2 (Host-Client architecture with State Authority)
  • XR Tools: Meta XR Core SDK, Interaction SDK, Meta Avatars SDK (with Lip Sync)

🔬 Methodology & Evaluation

A within-subject study ($N=9$) was conducted to compare three experimental conditions:

  1. Condition A (Analog): Classic physical card game (Baseline).
  2. Condition B (MR-Controller): MR version using controllers; no avatars.
  3. Condition C (MR-Avatars): MR version using Hand-Tracking and full-body Avatars.

📊 Key Findings

The empirical analysis yielded several critical insights for XR designers:

  • Analog is still the Gold Standard: Condition A achieved the highest Social Presence scores ($M=6.49$). While MR is immersive, physical face-to-face interaction remains superior for reading subtle non-verbal cues.
  • Avatars vs. "Extended Presence": Contrary to the initial hypothesis, full-body avatars did not significantly increase social presence compared to no avatars ($p=0.910$). In co-located passthrough, avatars can create a "visual conflict" with the visible physical body of the user. The study suggests using "Extended Presence"—minimalist augmentations—rather than full virtual replacements.
  • Input Preference: While usability scores (SUS) were nearly identical for Controllers (77.2) and Hand-Tracking (78.9), 77.8% of participants preferred Hand-Tracking. It was perceived as more natural and lowered the barrier to entry for social play.

📘 Design Guidelines derived

Based on the study, a design guide was formulated for co-located MR:

  1. Prioritize Extended Presence: Don't obscure the physical user with an avatar unless you have perfect face tracking. Enhance what is already there.
  2. Shared Spatial Anchors are Mandatory: A shared coordinate system is the foundation of co-located trust.
  3. Center Attention: Due to limited FOV, critical game info must be on the table, not floating in menus, to maintain eye contact.
  4. Multimodal Feedback: Compensate for the lack of tactile feedback in Hand-Tracking with exaggerated audio-visual cues (spatial audio, particle effects).

📎 Downloads

📄 Download Full Bachelor Thesis (PDF)