Point Unit (FPU), effectively handling the high-speed
algorithms required for motor control, making it
suitable for computing the position of the puck and
controlling the motor. The RX62T's built-in Serial
Peripheral Interface (SPI) and Inter-Integrated
Circuit, I2C, are used for communication between the
infrared positioning module and the stepper motor
driver.
The striker is mounted on the XY platform and
can move freely, allowing it to engage in defense,
striking, and attacking the puck that is about to stop.
Unlike a passive pad that merely reflects the puck, the
striker actively performs a “strike back” action. It has
a range of motion of approximately 22 centimeters
along the Y-axis and can reach speeds of up to 75
centimeters per second. In this game, the player's
objective is to send the puck in such a way that it
passes the striker and reaches the opposite end of the
table.
1.2 Leisure Experiences in Playing
Tabletop Hockey
A traditional tabletop hockey game is typically played
by two people as a fun leisure activity. An automatic
tabletop hockey device with a sensor module, if
introduced to the market, could provide a new and
varied experience. This innovation has the potential
to enhance the overall enjoyment and experience of
playing tabletop hockey in multiple ways.
The concept of the "Experience Economy,"
introduced by Pine and Gilmore in 1999 (Gilmore &
Pine, 2007), suggests that economic development has
evolved through four stages: Agrarian, Industrial,
Service, and now, Experience Economy. This latest
phase focuses on the user experience, emphasizing
the creation of memorable and immersive
experiences. The Experience Economy categorizes
experiences into four realms: Entertainment,
Education, Esthetic, and Escapist (4E). These realms
vary in the level of customer engagement and their
connection to the surrounding environment, ranging
from passive absorption to active participation. In the
context of tabletop hockey, this leisure activity
primarily falls within the Entertainment and
Education realms, offering both enjoyment and active
learning experiences.
Experiential Marketing (Schmitt, 1999) is a
strategy that emphasizes the sensory, emotional,
cognitive, and relational dimensions of consumer
experiences. It involves creating memorable
experiences that resonate with consumers, often
through engaging activities. For tabletop hockey,
players experience joy and a sense of achievement,
which strengthens their emotional bond with the
product. Additionally, the game's strategic and skill-
based elements engage players cognitively,
promoting problem-solving and creative thinking.
This blend of emotional and intellectual engagement
not only makes the game more appealing but also
provides educational value. Together, the leisure
experience and experiential marketing create a rich,
multifaceted consumer experience, enhancing mental
fitness and life quality.
In comparing traditional and automatic tabletop
hockey, the experience theory highlights distinct
differences in user engagement and experience.
Traditional tabletop hockey relies on manual control
and real-life opponents, emphasizing interpersonal
interaction. In contrast, automatic tabletop hockey
integrates advanced technology, such as infrared
sensors and stepper motors, to automate gameplay
(Mena, Ruiz, Ortiz, & Andaluz, 2018). This
technological integration enhances the entertainment
value by introducing a unique, interactive element
that simulates competition against a machine, suitable
for solo play. While the automatic version requires
more maintenance and incurs higher costs, it provides
a distinct, modernized experience that could appeal to
tech-savvy consumers seeking innovative leisure
activities, then potentially increasing user
engagement through novelty and excitement.
2 RESEARCH METHODS
This study employed a mixed-method research design
to evaluate the effectiveness of the potential
automatic tabletop hockey product, incorporating
interviews, observations, and surveys. Interviews
with potential users, such as night market vendors,
explored commercial potential, user interest, and
market challenges, while elementary school students
participated in observational and survey-based
experiments comparing traditional and automatic
versions of the game. The experiential value of the
product was measured using a tailored experience
value scale, assessing dimensions like entertainment,
escape, education, self-esteem, and social interaction,
supported by qualitative observations of gameplay
dynamics and engagement.
2.1 Research Design
This study employed multiple research methods to
evaluate the effectiveness of the automatic tabletop
hockey product prototype, including interviews,
observations, and surveys. Interviews with potential