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Board Game Design

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lightbulbAbout this topic
Board Game Design is the interdisciplinary field focused on the creation and development of board games, encompassing mechanics, aesthetics, narrative, and player interaction. It involves understanding game theory, user experience, and artistic elements to produce engaging and balanced gameplay experiences.
lightbulbAbout this topic
Board Game Design is the interdisciplinary field focused on the creation and development of board games, encompassing mechanics, aesthetics, narrative, and player interaction. It involves understanding game theory, user experience, and artistic elements to produce engaging and balanced gameplay experiences.

Key research themes

1. How can models and frameworks enhance game design thinking and education in board and digital game development?

This theme focuses on educational and theoretical models that enhance understanding and practice of game design, particularly in academic and developmental contexts. It centers on frameworks that clarify the design process, encourage creative thinking, and integrate formal elements with player experience. Such models are crucial for improving the quality of student and novice designers' outputs, fostering reflective practice, and bridging the gap between game design theory and implementation.

Key finding: This work developed a layered model of expanded game design space based on observations from undergraduate computer game design courses, highlighting the importance of clear framing, game design thinking aspects,... Read more
Key finding: The paper highlights the prevailing interdisciplinarity in game design research and identifies a theoretical gap regarding design frameworks within Game Studies. It argues for incorporating design research theories to better... Read more
Key finding: The work situates learning through game design within situated learning theory, emphasizing collaborative, iterative design within cultural and social contexts. It highlights how engaging youth in digital game design using... Read more

2. What are effective design attributes and methodologies to create engaging and educational board and digital games for diverse learning objectives?

This theme investigates concrete design strategies and methodological approaches for developing board and digital games that enhance motivation, creativity, and domain-specific learning outcomes. It covers practical frameworks for integrating subject content into game mechanics, the balance between entertainment and education, and accommodating player agency and social interaction, supporting diverse populations including K-12 learners and higher education students.

Key finding: This study demonstrates that clearly framed, narrative-rich board games aligned with curricular standards, combined with active teacher roles providing feedback, can effectively engage teacher candidates and K-12 students.... Read more
Key finding: This quasi-experimental study found that high school students who designed and played self-created board games showed measurable improvements in civic competencies and creative thinking compared to traditional lecturing,... Read more
Key finding: The FLEXI-BLERULES framework introduced in this paper enables runtime modification of digital board games, preserving the flexibility and social interactivity characteristic of traditional board games. User evaluations... Read more
Key finding: This study proposes a design-based research method integrating effective mathematics education principles into digital game design, emphasizing conceptually appropriate activities, level structure, and involvement of... Read more
Key finding: Through a Delphi study with experts across academia, health, and game industries, this research identifies key game mechanics and motivational factors critical for effective active games. The consensus underscores social... Read more

3. How can game-based and ludic activities in board and digital formats be leveraged to teach complex or societal issues effectively?

This theme explores the utilization of board and digital games as instructional tools for conveying complex academic, socio-political, or behavioral topics, including AI, climate change, citizenship, and misinformation. It examines theory-informed strategies and empirical applications that harness gameplay and design participation to foster engagement, critical reflection, empathy, and resilience among diverse learner populations.

Key finding: CoderMindz, a board game specifically designed to teach artificial intelligence concepts to K-12 students, demonstrated through surveys that active kinesthetic engagement with core AI ideas improves understanding and reduces... Read more
Key finding: This research applies excitation and transportation theories to analyze and optimize game-based interventions against misinformation and disinformation, recommending that games expose players to controlled doses of misleading... Read more
Key finding: This participatory project reveals that enabling youth to hack and remix board games fosters critical engagement with and imagination about the climate crisis. By moving beyond didactic education to playful exploration,... Read more
Key finding: Besides educational outcomes related to citizenship and creativity, the participatory nature of self-designed board games supports civic engagement by facilitating reflection, dialogue, and collaborative problem-solving about... Read more
Key finding: Using puzzles and scale model vehicles, this study developed ludic activities that helped young people differentiate phases of post-disaster recovery and associate relevant infrastructure and machinery. The interactive,... Read more

All papers in Board Game Design

Este estudo analisa a obra de Flannagan e Nissenbaum (2016) sobre valores em jogos, com o objetivo de reconhecer o processo de produção de significado no design e, através de uma análise comparativa, criar uma relação com a pesquisa... more
This article introduces a method for exploring liminal horror environments using a modified Wave Function Collapse algorithm. This approach employs real-time generated regions to create infinite, non-deterministic environments, removing... more
This study emphasizes the potential of board games as alternative educational materials and examines their structural features for informational communication. While game design involves aligning mechanics, narratives, and physical... more
el pasado de manera multidisciplinar El contexto actual, dominado por la tecnología y la concepción holísti ca de las destrezas cientí fi cas, denominado ya Cuarta Revolución Industrial, exige que las ciencias establezcan diálogos,... more
Creativity in game design is not as widely studied as it is in general design discipline. While it may be argued that game design is simply a special case of design, in reality, it is peculiar in many ways and hence needs special... more
Este libro está sujeto a una licencia de "Atribución-NoComercial 4.0 Internacional (CC BY-NC 4.0)" de Creative Commons.
The article identifies a hitherto unnamed class of roll-and-move game in which tokens circulate on one of a set of closed concentric unicursal tracks until diverted to a different one according to various rules. Examples are given of... more
To recognize satire, the audience must be aware of the context and the satirical intent of the work in question. Academic research on the possibilities and effects of satire in games is minimal, if compared with other rhetorical uses of... more
Comunicazione presentata durante il C.A.S.T. Convengo di Archeologia Storia e gioco da Tavolo svoltosi a Firenze il 7-8-9 marzo 2025 e incentrata sulle piattaforme di vendita online di materiale didattico (schede o giochi) scaricabile e... more
A growing collection of game based educational tools work to improve player resilience to misinformation and disinformation. The threat of such misleading information continues to threaten the foundation on which a myriad of high-impact... more
Desde, más o menos, la última década, nos encontramos con el auge de un nuevo campo de estudio sobre los juegos que, para distinguirse de su vecino digital, ha apostado por apellidarse “analógico”. Pero ¿qué son y cómo podemos delimitar... more
El papel del juego en la educación siempre se ha entendido como una actividad de desconexión, placer o liberación cuyo único fin era el simple hecho de jugar. No obstante, las nuevas tendencias educativas utilizan el juego como recurso... more
Abstract—The pedagogical technique of simplifying complex concepts has long been recognized as an effective approach. Drawing on the success of past educational games, such as Monopoly for real estate and Scrabble for spelling, this... more
Apresentamos o fazer de “A mesa posta” (2021-2023) e sua exibição no 27° Salão Anapolino de Arte – realizado em Anápolis (GO), com itinerância para Goiânia (GO). O trabalho foi dado por uma sugestiva onírica e seu desenvolvimento se deu... more
Dadu is a traditional board game exclusively played within the Muslim Dawoodi Bohra community in South Asia. Most households have their own handstitched cloth board, together with a set of wood-turned playing pieces and cowrie shells for... more
Board games have become a big part of people's lives due to their immersion, entertainment, and educational sides. With the digital era, video games have taken up an even bigger part in people's lives. Electronic entertainment can be... more
Este proyecto final de grado surge a raíz de una colaboración con una empresa de parques infantiles. Esta empresa pide realizar un rediseño de su catálogo comercial siguiendo una estética acorde a la marca. Dentro de este rediseño, el... more
O Monopoly Junior (MJ) ¶e uma vers~ao reduzida do jogo mais vendido no mundo, o Monopoly, pode ser jogado de 2 a 6 jogadores, tendo como come»co de faixa etaria os 8 anos e os participantes podem comprar, vender, alugar, negociar e... more
The game board for ‘nine men’s morris’ (merels) is found incised on horizontal rock surfaces at many places of the world. It was also used in inclined or vertical positions as a motif for petroglyphs on rocks and historic buildings. The... more
To recognize satire, the audience must be aware of the context and the satirical intent of the work in question. Academic research on the possibilities and effects of satire in games is minimal, if compared with other rhetorical uses of... more
Introducción 11 Antecedentes Capítulo 1 Transformaciones para el diseño Conclusiones 148 Recomendaciones 149 Anexos 150 Bibliografía 187 Se ha planteado la realización de una línea de juguetes de papel contemporáneos a través de la... more
In this chapter, we focus on design techniques that employ a particular form of design materials, namely design cards. Design cards can support different phases of a design process, from initial ideation through ongoing concept... more
As opiniões emitidas nesta publicação são de exclusiva e de inteira responsabilidade dos seus autores, não exprimindo, necessariamente, o ponto de vista do Ministério do Esporte ou da Secretaria Nacional de Desenvolvimento do Esporte e do... more
Sejarah Islam memiliki banyak tokoh yang berpengaruh dalam dunia pengetahuan, seperti Ibnu Sina, Al Khawarizmi, dan Jabir Ibn Hayyan. Tokoh-tokoh ilmuwan muslim memiliki kisah menarik yang bisa diceritakan kepada anak-anak. Namun dalam... more
ERRATA: No título do capítulo, onde se lê "de Catan à Spirit Island", Leia-se "de Catan a Spirit Island". Não há crase. . Como citar: SOARES, I. M.. Descolonizando os jogos de tabuleiro modernos: de 'Catan' a 'Spirit Island'. In:... more
Este artigo apresenta o Pro-An-Jo: Protocolo de Análise de Jogos visando identificar sistemas de jogos com potencial para intervenções. Os Jogos são artefatos projetados por designers para promover experiências lúdicas e evocar... more
12 KOOP, Anatole. Quand le moderne n'était pas un style, mais une cause. Paris: École Nationale Supérieure des Beaux-Arts, 1988. 13 Mais adiante veremos que as fronteiras entre o Campo da Arte e o Campo do Design são porosas ou fluidas.
The ways in which the written texts were transmitted used to evolve through the history. Nowadays, the process is particularly quick and multi-directional. Many new media coexist. Some of them, that we still remember very well, such as... more
Pramuka adalah sebuah kegiatan pembentukan kedisiplinan, akhlak, watak, dan pembinaan mental dengan proses pembelajaran di luar lingkungan sekolah dan di luar lingkungan keluarga yang dikemas secara menarik dan menyenangkan yang dilakukan... more
Pramuka adalah sebuah kegiatan pembentukan kedisiplinan, akhlak, watak, dan pembinaan mental dengan proses pembelajaran di luar lingkungan sekolah dan di luar lingkungan keluarga yang dikemas secara menarik dan menyenangkan yang dilakukan... more
Tujuan dari penelitian ini adalah untuk mengidentifikasi topik-topik biologi yang sulit diajarkan di SMP dan untuk mengembangkan serta menyediakan media pembelajaran yang dibutuhkan untuk topik-topik terkait. Proyek penelitian dan... more
This chapter explains the methodology and research design of a participatory project that investigates how board games can support young people's understanding of, and action on, the climate crisis. The project contends that the climate... more
The use of digital media in education is a necessity nowadays. This is also an effect due to conditions of Covid-19 pandemic. Although there is a stigma that digital media has an unfavorable impact on the student learning process,... more
Board games are extensively studied in the AI community because of their ability to reflect/represent real-world problems with a high-level of abstraction, and their irreplaceable role as testbeds of state-of-the-art AI algorithms. Modern... more
Memoria ID-0030. Ayudas de la Universidad de Salamanca para la innovacion docente, curso 2014-2015.
Semakin bertambahnya perkembangan tekonologi khususnya dalam hal game, game sendiri telah menunjukkan eksistensinya dalam bidang edukasi dan telah banyak game yang ada pada saat ini memiliki tujuan untuk kemajuan edukasi para penggunanya.... more
Memoria ID-0030. Ayudas de la Universidad de Salamanca para la innovacion docente, curso 2014-2015.
Introducción 11 Antecedentes Capítulo 1 Transformaciones para el diseño Conclusiones 148 Recomendaciones 149 Anexos 150 Bibliografía 187 Se ha planteado la realización de una línea de juguetes de papel contemporáneos a través de la... more
Booklet of the abstract of the XXII Board Game Studies Colloquium in Bologna, May 7-10 2019
Pokok bahasan oleh-oleh yang membahas tentang jajanan tradisional khas daerah sudah ada di buku tematik. Buku ini diterbitkan pemerintah untuk kelas SD dan juga digunakan di SDN Pisangcandi 2 Malang. Materi tersebut meskipun sederhana,... more
In this work, we have designed and implemented, based on traditional board games such as the game of the Goose or Parchis, an educational software that aim to reinforce the learning of children. The idea that we are going to develop to do... more
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