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Board Games

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lightbulbAbout this topic
Board games are structured forms of play or competitive activities typically played on a flat surface using pieces, cards, or other components, governed by a set of rules. They often involve strategy, chance, and social interaction, serving as a medium for entertainment, education, and cognitive development.
lightbulbAbout this topic
Board games are structured forms of play or competitive activities typically played on a flat surface using pieces, cards, or other components, governed by a set of rules. They often involve strategy, chance, and social interaction, serving as a medium for entertainment, education, and cognitive development.
Board games have a wide and complex distribution in the ancient world. Two board games from antiquity that were transmitted across the borders of empires and city states and played for nearly two millennia show only minor changes in the... more
by Gabby Swab and 
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This study theoretically and empirically examines the important role that goal structures play in new venture teams. Specifically, we examine how creative self-efficacy affects the satisfaction of team members through cooperative and... more
Only two distinct board games (and their variants) are firmly attested among Greeks in the Classical period (fifth to fourth centuries BC). The first, eventually known as "Ship-Battle" (Naumachia), is first attested in the seventh... more
This paper presents findings from a study of boardgamers which stress the importance of the materiality of modern boardgames. It demonstrates that materiality is one of four significant factors in the player experience of tabletop gaming... more
The 2020 toy and game market is projected to be US$135 billion. To determine if 3D printing could affect these markets if consumers offset purchases by 3D printing free designs, this study investigates the 100 most popular downloaded... more
This research empirically tests whether employing a commercially available board game – The Logo Board Game – to facilitate student learning about brand elements, results in significantly higher levels of flow (Csikszentmihalyi, 1975) in... more
Nondigital board games are being used to engage players and impact outcomes in health and medicine across diverse populations and contexts. This systematic review and meta-analysis describes and summarizes their impact based on randomized... more
This article examines Cashflow, a board game that readers of best-seller financial success books play in order to learn the basics of investing and to enhance their financial skills. Cashflow is a fictitious market, in which players buy... more
Senet—perhaps the most famous of all the games of antiquity—has captured the imagination of scholars and lay people alike. Recognized as a game played by the Egyptians since the beginnings of archaeological research, and one of the first... more
Abstract This paper offers a discussion of the various asymmetric games within the tafl family: hnefatafl, tablut, brandub, tawllbwrdd and alea evangelii, identifying various problems and misunderstandings that have accrued around these... more
This article explores the world-building activities of players of the tabletop game Blood Bowl—a game that parodies American Football within a fantasy setting. It utilizes a ritual framework to focus on players’ activities relating to the... more
Measuring user experience in board games is broadly unexplored with research mainly focused on digital games. This paper assesses the suitability of using a questionnaire, developed for digital games, for use on board games - thus... more
EFL learners in Taiwan have a low-level communication ability because many learners are still not provided opportunities to use language for genuine communication in classrooms and receive insufficient language input due to the... more
We present Haathi Mera Saathi (My Elephant Friend), a game concept which serves as a tool for teaching programming and computational thinking to underprivileged children in rural India. It provides a metaphor and gameplay for embodied and... more
ColorShapeLinks is an AI board game competition framework specially designed for students and educators in videogame development, with openness and accessibility in mind. The competition is based on an arbitrarily-sized version of the... more
Narrative-centric analog games 1 have emerged from a hybridization of genres: they borrow conventions from pen and paper-based role-playing games such as Dungeons and Dragons, as well as the foundations of eurogames and war games.... more
Through a case study of variations in the game of Mahjong differing from each other in terms of the extent of technological assistance involved, this article sheds light on questions of transmediality and technological specificity of... more
Mancala games are commonly defined by the appearance of the boards and mode of moving the pieces. The similarities have led to the belief that most mancala games are historically related or that they may be identified by appearances... more
A large chess variant with 52 pieces originally described in a 1800s Ottoman Turkish book as šaṭranǧ-i kabīr, or great chess, appears under various names in a number of subsequent Western sources, including authoritative works on chess... more
Purpose-The purpose of this paper is to examine the learning outcomes of students enrolled in an introductory financial accounting course through their experience of playing the Monopoly TM board game and map those outcomes to a selected... more
During the 2013 fieldwork of the French archaeological mission along the shores of the Arabian Sea, mancala games were discovered on the seashore of Salalah at the site of Ad-Dahariz. They are cup-hole carvings made directly into rock... more
This paper describes a learning-objective-centric workflow for modifying ('modding') existing tabletop games for educational purposes. The work-flow combines existing research for serious games design with novel systematic analysis... more
Założeniem artykułu jest przyjrzenie się temu, jakie oraz w jaki sposób znamienne dla współczesnej historii Europy Środkowej wydarzenia zostały przedstawione w kulturze popularnej, którą tu reprezentują gry planszowe. Analizie zostaje... more
Understanding of elementary programming concepts, logic, and syntax is a vital part of learning to program. Unfortunately, learning programming is found to be difficult and boring, especially for novices. For example, drill type of... more
The aim of this short paper is to understand smart device tabletop games as a part of the larger phenomenon of hybrid tabletop games. The approach taken is to create a loose typology of smart device tabletop games via analyzing the... more
This article describes the development, implementation, assessment, outcomes, and potential utility of a University-level, student driven educational gaming project. This project constituted a major assessment item in a course entitled... more
In this paper, we discuss the different ways in which modern European boardgames (“Eurogames”) are converted for digital play. We review digitised versions of three popular tabletop boardgames: Puerto Rico, Agricola and Ascension. Using... more
We present SimpAI, an AI agent created for the ColorShape-Links competition, based on an arbitrarily sized version of the Simplexity board game. The agent uses a highly efficient parallelized Minimax-type search, with an heuristic... more
Player Experience (PX) concerns how players think and feel when interacting with a game. Although it is intrinsic to all games, few design tools exist that enable designers to approach PX in a directed, intentional manner. Drawing on... more
Bao is a member of the large family of mancala games. It is generally considered to be the most complex mancala game with respect to the number of game rules . Within the context of this note, it is impossible to describe the rules of Bao... more
A srudy of game rules, playing practices, and four game boards in the American Musemn of Natural History collections illustrate the early history and characteristics of the Philippine mancala game known as sm1gka. The distribution of... more
This study investigated the development of player skill and cognitive understanding of a game over repeated plays to (a) bridge separate research traditions on skill acquisition and games learning and (b) provide deeper insight into the... more
This study frames research on board games within a body of anthropological theory and method to examine the long-term social changes that effect play and mechanisms through which play may influence societal change. Drawing from... more
A late Iron Age cremation grave, dated to the second half of the first century BC, excavated from a site in Welwyn Garden City, Hertfordshire, contains an apparently unique set of glass gaming pieces. The gaming pieces are visually... more
La géographie des pratiques des joueurs, qui reste à faire, ne peut s’abstraire d’un travail préalable sur les jeux eux-mêmes, sur leur logique interne. Dans ce cadre, les jeux de plateau présentent l’intérêt de pouvoir être considérés... more
This article will serve to provide a historicised examination of the configuration that have come to be known as transmedia storytelling, offering two interrelated examples of how transmedia storytelling was exploited in the 1920s and... more
The family of mancala games offers opportunities for new research in both Mathematics and Artificial Intelligence. To illustrate this, we will present an overview of long-time known and more recent results on mancala games. Although... more
A relação entre os aspectos fílmicos e lúdicos dos jogos vão muito além da palavra videogame. Essa terminologia frente à humanidade é muito recente, apenas com algumas dezenas de anos, porém, trata-se de algo que converge em símbolos,... more
T he mancala boards collection of the National Museums of Colombo is characterised by a uniformity in decorations and configuration of playing holes. All objects relating to mancala games -including moulds and a bed -show a playing board... more
Egyptian senet boards follow a very consistent morphology that varies in small but notable ways throughout the 2000-year history of the game. A previously unpublished board, in the Rosicrucian Museum in San Jose, California, may provide... more
This article presents an alternative way of organizing lessons using games. Dixit is a game that facilitates mental development, including development of imagination, creative and critical thinking, social skills, and of an increased... more
This paper describes the use of a board game, Civil War, as a learning experience in the context of a course on critical theory. Civil War was created by the Educational Games Company of Lebanon and is set during the 1975-1990 Lebanese... more
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