{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,5,1]],"date-time":"2026-05-01T14:40:37Z","timestamp":1777646437475,"version":"3.51.4"},"reference-count":26,"publisher":"SAGE Publications","issue":"4","license":[{"start":{"date-parts":[[2013,7,1]],"date-time":"2013-07-01T00:00:00Z","timestamp":1372636800000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/journals.sagepub.com\/page\/policies\/text-and-data-mining-license"}],"content-domain":{"domain":["journals.sagepub.com"],"crossmark-restriction":true},"short-container-title":["Games and Culture"],"published-print":{"date-parts":[[2013,7]]},"abstract":"<jats:p>Our article examines a flexible approach to designing general game components inspired by traditional game components. Our goal is to design digital game systems that offer the players greater choice in dictating the rules, pacing, and sociability of a game session\u2014we describe this as supporting socially negotiated gameplay. We introduce five design principles of flexibility: dispensability, live tweakability, tangibility, mobility, and value. Our work demonstrates this approach with the design of an augmented game system composed of playing cards instrumented with near field communication chips and a mobile device with three digital game components: a Card Viewer, a Score Board, and a Turn Keeper. We report on initial user sessions and articulate two emerging challenges for supporting socially negotiated play: (a) solving interaction costs to enable greater flexibility and (b) managing user expectations for the automatic part of a manual\u2013automatic system.<\/jats:p>","DOI":"10.1177\/1555412013496893","type":"journal-article","created":{"date-parts":[[2013,8,1]],"date-time":"2013-08-01T21:20:22Z","timestamp":1375392022000},"page":"259-288","update-policy":"https:\/\/doi.org\/10.1177\/sage-journals-update-policy","source":"Crossref","is-referenced-by-count":10,"title":["Dispensable, Tweakable, and Tangible Components"],"prefix":"10.1177","volume":"8","author":[{"given":"Gifford","family":"Cheung","sequence":"first","affiliation":[{"name":"University of Washington, Seattle, WA, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Alison","family":"Lee","sequence":"additional","affiliation":[{"name":"Nokia Research Center, Sunnyvale, CA, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Kevin","family":"Cheng","sequence":"additional","affiliation":[{"name":"Nokia Research Center, Sunnyvale, CA, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Hae Jin","family":"Lee","sequence":"additional","affiliation":[{"name":"Nokia Research Center, Sunnyvale, CA, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"179","published-online":{"date-parts":[[2013,7,31]]},"reference":[{"key":"bibr1-1555412013496893","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-642-33542-6_34"},{"key":"bibr2-1555412013496893","doi-asserted-by":"publisher","DOI":"10.1145\/2145204.2145290"},{"key":"bibr3-1555412013496893","doi-asserted-by":"publisher","DOI":"10.2307\/2088423"},{"key":"bibr4-1555412013496893","doi-asserted-by":"publisher","DOI":"10.1177\/1354856507084418"},{"key":"bibr5-1555412013496893","first-page":"79","volume-title":"Proceedings of the Third International Workshop on Pervasive Gaming Applications\u2014PerGames 2006\u00a0at PERVASIVE 2006","author":"Floerkemeier C.","year":"2006"},{"key":"bibr6-1555412013496893","doi-asserted-by":"crossref","unstructured":"Frapolli F., Brocco A., Malatras A., Hirsbrunner B. (2010). Decoupling aspects in board game modeling. doi:10.4018\/jgcms.2010040102. Retrieved from http:\/\/services.igi-global.com\/resolvedoi\/resolve.aspx?","DOI":"10.4018\/jgcms.2010040102"},{"key":"bibr7-1555412013496893","doi-asserted-by":"publisher","DOI":"10.1145\/238386.238599"},{"key":"bibr8-1555412013496893","doi-asserted-by":"publisher","DOI":"10.1145\/1622176.1622202"},{"key":"bibr9-1555412013496893","doi-asserted-by":"crossref","unstructured":"Kirk D., Sellen A., Taylor S., Villar N., Izadi S. (2009). Putting the physical into the digital: Issues in designing hybrid interactive surfaces. In Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology (pp. 35\u201344). Swinton, England: British Computer Society. Retrieved from http:\/\/dl.acm.org.offcampus.lib.washington.edu\/citation.cfm?id=1671011.1671016","DOI":"10.14236\/ewic\/HCI2009.5"},{"key":"bibr10-1555412013496893","doi-asserted-by":"publisher","DOI":"10.1145\/1958824.1958942"},{"key":"bibr11-1555412013496893","doi-asserted-by":"publisher","DOI":"10.1145\/1501750.1501832"},{"key":"bibr12-1555412013496893","doi-asserted-by":"publisher","DOI":"10.1145\/1077246.1077257"},{"key":"bibr13-1555412013496893","unstructured":"McElroy G. (2012, February 22). Folk Lore: How Johann Sebastian Joust is defining a new gaming genre. The Verge. 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A.","year":"2012"},{"key":"bibr17-1555412013496893","doi-asserted-by":"publisher","DOI":"10.1007\/s007790200042"},{"key":"bibr18-1555412013496893","doi-asserted-by":"publisher","DOI":"10.1007\/3-540-35828-5_5"},{"key":"bibr19-1555412013496893","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-642-23771-3_45"},{"key":"bibr20-1555412013496893","doi-asserted-by":"publisher","DOI":"10.1145\/2141512.2141585"},{"key":"bibr21-1555412013496893","doi-asserted-by":"publisher","DOI":"10.1525\/aa.1895.8.1.02a00070"},{"key":"bibr22-1555412013496893","doi-asserted-by":"publisher","DOI":"10.1145\/2047196.2047254"},{"key":"bibr23-1555412013496893","doi-asserted-by":"publisher","DOI":"10.1145\/1095034.1095047"},{"key":"bibr24-1555412013496893","doi-asserted-by":"publisher","DOI":"10.1016\/j.infoandorg.2007.03.002"},{"key":"bibr25-1555412013496893","doi-asserted-by":"crossref","unstructured":"Wohn D. Y., Lee Y., Sung J., Bjornrud T. (2010). Building common ground and reciprocity through social network games. In Proceedings of the 28th of the International Conference Extended Abstracts on Human Factors in Computing Systems (pp. 4423\u20134428). New York, NY: ACM. Retrieved from http:\/\/doi.acm.org\/10.1145\/1753846.1754164","DOI":"10.1145\/1753846.1754164"},{"key":"bibr26-1555412013496893","unstructured":"Xu Y., Barba E., Radu I., Gandy M., Macintyre B. (2011). Chores are fun: Understanding social play in board games for digital tabletop game design. In Marinka C., Helen K., Annika W. (Eds.), Think design play: The fifth international conference of the digital research association (DIGRA) (p. 16). Hilversum, The Netherlands: DiGRA\/Utrecht School of the Arts. 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