Bianchi, Frederick W.
Jarvis, Susan M.
Gametools wished to understand the impact of surveillance on participants playing business board games. Our team used video observations, questionnaires, and group interviews to collect, analyze, and compare players’ experience and behavior while playing blended and non-blended board games. The data collected through questionnaires and interviews indicates that surveillance caused by blending business board games does not impact player behavior, social interaction, experience, or decisions. Rather, it is who analyzes the data collected that impacts players the most.
Worcester Polytechnic Institute
Interactive Qualifying Project
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Humanities and Arts
Electrical and Computer Engineering