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Board game archetypes and proposed taxonomy, own source.

Board game archetypes and proposed taxonomy, own source.

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This research intends to contribute to extent the understanding of the renewed interest in analog games phenomenon. We expose the origin and characteristics of modern board games, taxonomy and timeline and demonstrate the growing interest in the subject by presenting current trends, main contributions, themes and some potential research gaps for fu...

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... can consider MBG to be the same as Hobby board games, although the new games being created can have more than one subcategory of hobby games influence. Figure 2 consist in a taxonomy based on the literature review and linked to proposed definition, monthly focused in the relation and distinction of hobby games. ...

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Citations

... According to Sousa and Bernardo [34], board games can be categorised into three types: (1) traditional and classic games; (2) mass-market games, and (3) hobby games. Considering the typological characteristics of each board game, the authors indicate that we are in the presence of a modern board game when it is understood as a commercial product that was created in the last five decades; has original mechanics and themes, high-quality components, and one or more perfectly defined authors; and was designed directly for a specific target audience. ...
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Recent studies highlight the potential of modern board games (MBGs) to foster computational thinking (CT) skills in students. This research explored the impact of integrating MBGs into a primary education classroom through an embedded concurrent mixed-methods approach, with a pre-experimental design in its quantitative aspect and content analysis in its qualitative dimension, with 20 fourth-grade students from a school in Portugal. The students participated in 10 game sessions, each lasting 50 min, and their CT skills were assessed using Bebras tasks in both the pre-test and post-test phases. Statistical analysis, including the Shapiro–Wilk test for normality and paired sample t-tests, revealed significant improvements in key CT areas, particularly abstraction, algorithmic thinking, and decomposition. Descriptive statistics were also calculated, and content analysis using Nvivo software was conducted on field notes, corroborating the quantitative data. The results suggest that MBGs can serve as a valuable educational tool for developing CT skills in young learners. This study not only highlights the effectiveness of MBGs but also emphasises the need for further research using more robust experimental designs to enhance CT development in educational settings.
... the current academic approach to this potential issue is a thorough discussion of the lack of authenticity and historical accuracy of commercial games (Kapell & elliott, 2013). Recent trends in cultural game studies value these discussions while identifying an urgent need to move beyond these criticisms and widen the academic engagement with current practices of players and game designers (Booth, 2021;sousa & Bernardo, 2019;Wright, 2022). a promising approach is grounded on the concept of ludemes: atomic units of information that can be transferred between games (Browne, 2021;Parlett, 2016;sousa, 2023). ...
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The past is a primary source of inspiration for the flourishing cultural industry of board games as game designers are inspired by a variety of periods and historical events to craft unique visions of the past. While previous works have explored the potential and biases of board games, there has been no work to date able to identify at a large scale what themes and biases are found in historical board games. A Digital Humanities framework has been applied to explore the corpus of historical board games recorded in the BoardGameGeek (BGG) portal. The analysis of of 8786 board games suggests that commercial board games allow players to experience a diverse past in novel and interactive ways while also reinforcing biases already present in the public perception of the past, including the dominance of Western History, the lack of interest on the 19th century, and the focus on violent conflict.
... According to Sousa & Bernardo (2019), there are three categories of board games: Classical or Traditional, Mass-market and Hobby Games. For Classical or Traditional it is understood that neither credit to the author nor any commercial rights are attributed; Mass-market games are defined as games that belong to companies and distributors of mass-produced games, with no special focus on the designers or the inventiveness of their ideas; Hobby Games are those that are owned by companies or private individuals, where it is highlighted the designer's originality while recognizing their work (Sousa & Bernardo, 2019). ...
... According to Sousa & Bernardo (2019), there are three categories of board games: Classical or Traditional, Mass-market and Hobby Games. For Classical or Traditional it is understood that neither credit to the author nor any commercial rights are attributed; Mass-market games are defined as games that belong to companies and distributors of mass-produced games, with no special focus on the designers or the inventiveness of their ideas; Hobby Games are those that are owned by companies or private individuals, where it is highlighted the designer's originality while recognizing their work (Sousa & Bernardo, 2019). Hobby Games are further subdivided into five subcategories (idem), namely: (1) Wargames, deep military simulations, usually, about historical battles; (2) Role-play games, adventures accompanied by a narrative, where players are characters within the story and make decisions along the way. ...
... This kind of board games are having a growth in the market like never before. Thousands of new board games are published every year, in an exponential growth of creativity with new mechanics and themes (Sousa & Bernardo, 2019). ...
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... (2) the evaluation of learning, i.e., it helped to more accurately measure the educational impact of the game as it allowed differentiation between what the players already knew and what they have learned; (3) motivation, i.e., knowing the prior experience helped keep players motivated by offering challenges appropriate to their skill level; and finally, (4) personalization, i.e., this facilitated the personalization of the game experience, making it more relevant and effective for each player [21] In this specific study, we selected a mass market game [22][23][24] to ensure that 100% of the students had prior experience with the game dynamics. First, the simplicity and accessibility of mass market games allow students from different backgrounds and experience levels to participate without needing to overcome a steep learning curve. ...
... This balance may be harder to achieve with role-playing games, which tend to be more open-ended and require a higher degree of improvisation and creativity-elements that, while valuable, may not be suitable for all students or subjects. As Sousa [23] explains, modified games can enhance communication, collaboration, and idea generation in work groups. ...
... This favors the review and active study of the subject and, at the same time, favors the understanding of the concepts. is favored by an analog game, as has been also observed before [23]. Also, the effect of gaming on motivation has been observed in many other studies [27][28][29]. ...
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The project involved applying gamification methodology in the teaching of engineering and materials science through the creation of a board game. This game facilitated the active study of the subject, encouraged self-assessment, and developed general competencies such as teamwork and interdisciplinary collaboration, as well as specific competencies in the structure, description, and characterization of materials and manufacturing processes. During the course, students created questions and tests for the game, which were reviewed by the faculty and used to print and manufacture the game. Students utilized the game to study actively, interact with their peers, and reflect on the course topics. There are plans to extend the project to more specialized subjects within the Materials Engineering degree program. The creation of these contents promotes active student learning, reinforces their knowledge, enhances information retention, and motivates students through gamification.
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Foi dinamizado um workshop para professores, onde os participantes exploraram e refletiram sobre o potencial de diferentes jogos de tabuleiro modernos como ferramenta didática para o ensino de Probabilidade e Estatística. O workshop foi dividido em quatro momentos, dos quais se destacam a exploração ativa dos jogos e a reflexão sobre eles. Da experiência, os professores referem que estes jogos promovem o pensamento estratégico, a tomada de decisões baseada em probabilidades e o desenvolvimento experimental de conceitos matemáticos.
... The shelves that house the classics of yesteryear, now compete for space with modern titles like Dixit (Roubira, 2008), Azul (Kiesling, 2017), Ticket to Ride (Moon, 2004), Pandemic (Leacock, 2008) and an endless list of other titles that have been in great demand, not only for their innovative designs, but also for the dynamics of their mechanics and sophistication of their production. In fact, the most recent literature estimates that this industry could be worth as much as $12 billion as early as next year (Sousa & Bernardo, 2019). For Donovan (Donovan, 2017), this significant rise in the digital age is mainly due to Internet fatigue. ...
... Listed by Woods (Woods, 2019) as one of the sub-genres of hobby games, these Eurogames appeal to new ways of understanding the game and cooperating, presenting very particular characteristics: they are games with simple and more accessible rules, which emphasize the game mechanics and decision making over randomness, developed mainly for groups, with limited duration times and numerous ways to achieve victory. Sousa & Bernardo (Sousa & Bernardo, 2019) also add that these Eurogames are distinguished by their distinct game mechanics and the quality of their components. ...
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In recent years, modern board games (MBG) have attracted the attention of academics due to their innovative mechanics and mechanisms, which seem to facilitate the creation of spaces for the development of various aspects of computational thinking (CT). This article examines a number of MBG to identify those that contain CT-promoting mechanics. We focus on MBG whose mechanics can implicitly support the development of CT, considering these games as valuable pedagogical tools for use in the classroom. Specifically, they can be used by groups of students to introduce, discuss and practice CT concepts. The research identifies several games considered ideal for achieving the aims of the PhD study. This article essentially explores the mechanics of carefully selected MBG, reflecting on how they integrate, support or relate to the development of CT, and discusses their implementation in educational contexts. The results suggest a practical approach to the selection of CTpromoting MBG, offering valuable insight for teachers and education professionals interested in using board games in education. The results point to the potential of these games as effective resources for developing CT in primary school students, contributing to both academic research and practical applications in education.
... However, it is important to note that there is a wide variety of MBGs, and not all are the same. Sousa and Bernardo [17] have developed a taxonomy of board games, highlighting the characteristics of MBGs. Among these characteristics, their innovative mechanics stand out, providing greater strategic depth and, consequently, a greater intellectual challenge [18]. ...
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The modern board game market (MBG) has been evolving gradually, and its mechanics appear to support concepts of Computational Thinking (CT). Seen as pedagogical resources applicable in the classroom context, this study analysed 10 MBGs with the aim of identifying aspects that can promote the development of CT, with a special focus on the modern board game 'Rossio.' Building upon the LM-TM model, an adapted version of the LM-GM model for board games, we propose a new framework that relates Computational Thinking learning mechanics (CTLM-TM) with tabletop game mechanisms.
... Engelstein and Shalev (2019) argue that mechanisms are the building blocks of tabletop games, among the smallest elements game designers use and combine to build tabletop games. These authors directly address mechanisms seen in recent games, described generally as modern board games (Sousa & Bernardo, 2019). Using a ludemic approach can bring some light to understanding these new games and why they are becoming so popular. ...
... These mechanisms are central dimensions of modern board games because gamers, described as hobbyists, usually can identify them with considerable accuracy (Woods, 2012). The continuous innovation expressed in modern board games results from combining new mechanisms, either totally new ones or reimplemented differently than seen in previous games (Sousa & Bernardo, 2019). There is a recent trend to combine the mechanical and material dimensions to address thematic meaning since many new successful games rely heavily on detailed miniatures and narrative development (Booth, 2021). ...
... Alternately, it defines "Families" of games and types with broad concepts like "Strategy". We adopted the game types as the hobbyists describe them (Sousa & Bernardo, 2019;Woods, 2012). (Historic/Economy), Disease control and emergency (Disease) and going on adventures and fighting with characters in a fantasy world (Fantasy adventure). ...
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The first profound ludemic studies are being done at the moment. Some projects are exploring the ludemic approach in video games and historic games. However, contemporary games known as modern board games are still underexplored. In this paper, the number one games, according to Board Game Geek since 2000, are analyzed according to a systemic approach. The authors propose exploring the game system and other dimensions of each game in order to find design patterns that help support a ludemic approach. By addressing ludemes, the authors seek to contribute to understanding the success of modern board games in an age of video game domination.
... We intend to outline the characteristics of these games, based on a protocol adapted from the previous studies by Berland and Lee (2011), Berland and Duncan (2016) and Scirea and Valente (2020). In this way, facing a clearly expanding industry with a huge volume of possible games to be analysed, whose annual growth rate until 2023 is expected to be around 17% (Sousa & Bernardo, 2019), only the MBG available in the catalogues of Portuguese publishers were first considered, as well as MBG published by international publishers with a direct presence in the Portuguese market. These were then ranked according to their position in the Boardgamegeek database, an internationally renowned reference considered to be the definitive source for analogue games, updated in real-time by a community of over two million users worldwide. ...