Board game

Last updated

The board game Monopoly is licensed in 103 countries and printed in 37 languages. US Navy 110713-N-NT881-124 Personnel Specialist 2nd Class James Vail, left, and Boatswain's Mate 2nd Class Nathaniel Eaton play board games with ch.jpg
The board game Monopoly is licensed in 103 countries and printed in 37 languages.
Young girls playing a board game in the Iisalmi library in Finland, 2016 Pelipaiva Iisalmen kaupunginkirjastossa.jpg
Young girls playing a board game in the Iisalmi library in Finland, 2016

Board games are tabletop games that typically use pieces . These pieces are moved or placed on a pre-marked game board (playing surface) and often include elements of table, card, role-playing, and miniatures games as well.

Contents

Many board games feature a competition between two or more players. To give a few examples: in checkers (British English name 'draughts'), a player wins by capturing all opposing pieces, while Eurogames often end with a calculation of final scores. Pandemic is a cooperative game where players all win or lose as a team, and peg solitaire is a puzzle for one person.

There are many varieties of board games. Their representation of real-life situations can range from having no inherent theme, such as checkers, to having a specific theme and narrative, such as Cluedo . Rules can range from the very simple, such as in snakes and ladders; to deeply complex, as in Advanced Squad Leader . Play components now often include custom figures or shaped counters, and distinctively shaped player pieces commonly known as meeples as well as traditional cards and dice.

The time required to learn or master gameplay varies greatly from game to game, but is not necessarily related to the number or complexity of rules; for example, chess or Go possess relatively simple rulesets but have great strategic depth. [2]

History

Ancient

Classical board games are divided into four categories: race games (such as pachisi), space games (such as noughts and crosses), chase games (such as hnefatafl), and games of displacement (such as chess). [3]

Board games have been played, traveled, and evolved [4] in most cultures and societies throughout history. Several important historical sites, artifacts, and documents shed light on early board games such as Jiroft civilization game boards [5] [ verification needed ] in Iran. Senet, found in Predynastic and First Dynasty burials of Egypt, c.3500 BC and 3100 BC respectively, [6] is the oldest board game known to have existed. [7] Senet was pictured in a fresco painting found in Merknera's tomb (3300–2700 BC). [8] [9] [ better source needed ][ dubious discuss ] Also from predynastic Egypt is mehen. [10]

Hounds and jackals, another ancient Egyptian board game, appeared around 2000 BC. [11] [12] The first complete set of this game was discovered from a Theban tomb that dates to the 13th dynasty. [13] This game was also popular in Mesopotamia and the Caucasus. [14]

Backgammon originated in ancient Mesopotamia about 5,000 years ago. [15] Ashtapada, chess, pachisi and chaupar originated in India. Go (4th century BC) and liubo (1st century BC) originated in China. The board game Patolli originated in Mesoamerica and was played by a wide range of pre-Columbian cultures such as the Toltecs and the Aztecs. The royal game of Ur was found in the royal tombs of Ur, dating to Mesopotamia 4,600 years ago. [16]

Europe

Board games have a long tradition in Europe. The oldest records of board gaming in Europe date back to Homer's Iliad (written in the 8th century BC), in which he mentions the Ancient Greek game of petteia . [17] This game of petteia would later evolve into the Roman ludus latrunculorum . [17] Board gaming in ancient Europe was not unique to the Greco-Roman world, with records estimating that the ancient Norse game of hnefatafl was developed sometime before 400 AD. [18] In ancient Ireland, the game of fidchell or ficheall , is said to date back to at least 144 AD, [19] though this is likely an anachronism. A fidchell board dating from the 10th century has been uncovered in Co. Westmeath, Ireland. [20]

In the United Kingdom, association of dice and cards with gambling led to all dice games except backgammon being treated as lotteries by dice in the Gaming Acts of 1710 and 1845. [21] Early board game producers in the second half of the eighteenth century were mapmakers. The global popularization of board games, with special themes and branding, coincided with the formation of the global dominance of the British Empire. [22] John Wallis was an English board game publisher, bookseller, map/chart seller, printseller, music seller, and cartographer. With his sons John Wallis Jr. and Edward Wallis, he was one of the most prolific publishers of board games of the late 18th and early 19th centuries. [23] John Betts' A Tour of the British Colonies and Foreign Possessions [24] and William Spooner's A Voyage of Discovery [25] were popular in the British empire. Kriegsspiel is a genre of wargaming developed in 19th century Prussia to teach battle tactics to officers. [26]

The Americas

The Mansion of Happiness (1843) FirstAmericanPrintrunOfThe MansionOfHappiness.jpg
The Mansion of Happiness (1843)

The board game Travellers' Tour Through the United States and its sister game Traveller's Tour Through Europe were published by New York City bookseller F. & R. Lockwood in 1822 and claim the distinction of being the first board games published in the United States. [16]

Margaret Hofer described the period of the 1880s–1920s as "The Golden Age" of board gaming in America. [27] Board game popularity was boosted, like that of many items, through mass production, which made them cheaper and more easily available.

Asia and Africa

Different traditional board games are popular in Asian and African countries. In China, Go and many variations of chess are popular. In Africa and the Middle East, mancala is a popular board game archetype with many regional variations. In India, a community game called Carrom is popular. [28] A popular board game of flicking stones (Alkkagi) is popular in South Korea.[ citation needed ]

Modern

The number of board games published by year (1944-2017), as listed on BoardGameGeek. Expansion sets for existing games are marked in orange. Board games with expansions 1944-2017.svg
The number of board games published by year (1944–2017), as listed on BoardGameGeek. Expansion sets for existing games are marked in orange.

In the late 1990s, companies began producing more new games to serve a growing worldwide market. [29] [30] In the 2010s, several publications said board games were amid a new Golden Age or "renaissance". [29] [31] [32] Board game venues also grew in popularity; in 2016 alone, more than 5,000 board game cafés opened in the U.S., [33] and they were reported to be very popular in China as well. [34]

Board games have been used as a mechanism for science communication. [35]

Luck, strategy, and diplomacy

Some games, such as chess, depend completely on player skill, while many children's games such as Candy Land and snakes and ladders require no decisions by the players and are decided purely by luck. [36]

Two Qataris playing the traditional board game of damah Board game damah at Souq Waqif.jpg
Two Qataris playing the traditional board game of damah

Many games require some level of both skill and luck. A player may be hampered by bad luck in backgammon, Monopoly , or Risk ; but over many games, a skilled player will win more often. [37] The elements of luck can also make for more excitement at times, and allow for more diverse and multifaceted strategies, as concepts such as expected value and risk management must be considered. [38]

Luck may be introduced into a game by several methods. The use of dice of various sorts goes back to the earliest board games. These can decide everything from how many steps a player moves their token, as in Monopoly, to how their forces fare in battle, as in Risk, or which resources a player gains, as in Catan . Other games such as Sorry! use a deck of special cards that, when shuffled, create randomness. Scrabble does something similar with randomly picked letters. Other games use spinners, timers of random length, or other sources of randomness. German-style board games are notable for often having fewer elements of luck than many North American board games. [39] Luck may be reduced in favour of skill by introducing symmetry between players. For example, in a dice game such as Ludo , by giving each player the choice of rolling the dice or using the previous player's roll.

Another important aspect of some games is diplomacy, that is, players, making deals with one another. Negotiation generally features only in games with three or more players, cooperative games being the exception. An important facet of Catan, for example, is convincing players to trade with you rather than with opponents. In Risk, two or more players may team up against others. Easy diplomacy involves convincing other players that someone else is winning and should therefore be teamed up against. Advanced diplomacy (e.g., in the aptly named game Diplomacy ) consists of making elaborate plans together, with the possibility of betrayal. [40]

In perfect information games, such as chess, each player has complete information on the state of the game, but in other games, such as Tigris and Euphrates or Stratego , some information is hidden from players. [41] This makes finding the best move more difficult and may involve estimating probabilities by the opponents. [42]

Software

Many board games are now available as video games. These are aptly termed digital board games, and their distinguishing characteristic compared to traditional board games is they can now be played online against a computer or other players. Some websites (such as boardgamearena.com, yucata.de, etc.) [43] allow play in real time and immediately show the opponents' moves, while others use email to notify the players after each move. [44] The Internet and cheaper home printing has also influenced board games via print-and-play games that may be purchased and printed. [45] Some games use external media such as audio cassettes or DVDs in accompaniment to the game. [46] [47]

There are also virtual tabletop programs that allow online players to play a variety of existing and new board games through tools needed to manipulate the game board but do not necessarily enforce the game's rules, leaving this up to the players. There are generalized programs such as Vassal , Tabletop Simulator and Tabletopia that can be used to play any board or card game, while programs like Roll20 and Fantasy Grounds are more specialized for role-playing games. [48] [49] Some of these virtual tabletops have worked with the license holders to allow for use of their game's assets within the program; for example, Fantasy Grounds has licenses for both Dungeons & Dragons and Pathfinder materials, while Tabletop Simulator allows game publishers to provide paid downloadable content for their games. [50] [51] However, as these games offer the ability to add in the content through user modifications, there are also unlicensed uses of board game assets available through these programs. [52]

Market

The modern German board game Catan is printed in 30 languages and sold 15 million by 2009. Nepomuk 280 - Osadnici z Katanu.jpg
The modern German board game Catan is printed in 30 languages and sold 15 million by 2009.

While the board gaming market is estimated to be smaller than that for video games, it has also experienced significant growth from the late 1990s. [31] A 2012 article in The Guardian described board games as "making a comeback". [53] Other expert sources suggest that board games never went away, and that board games have remained a popular leisure activity which has only grown over time. [54] Another from 2014 gave an estimate that put the growth of the board game market at "between 25% and 40% annually" since 2010, and described the current time as the "golden era for board games". [31] The rise in board game popularity has been attributed to quality improvement (more elegant mechanics, components , artwork, and graphics) as well as increased availability thanks to sales through the Internet. [31] Crowd-sourcing for board games is a large facet of the market, with $233 million raised on Kickstarter in 2020. [55]

A 1991 estimate for the global board game market was over $1.2 billion. [56] A 2001 estimate for the United States "board games and puzzle" market gave a value of under $400 million, and for United Kingdom, of about £50 million. [57] A 2009 estimate for the Korean market was put at 800 million won, [58] and another estimate for the American board game market for the same year was at about $800 million. [59] A 2011 estimate for the Chinese board game market was at over 10 billion yuan. [60] A 2013 estimate put the size of the German toy market at 2.7 billion euros (out of which the board games and puzzle market is worth about 375 million euros), and Polish markets at 2 billion and 280 million zlotys, respectively. [61] In 2009, Germany was considered to be the best market per capita, with the highest number of games sold per individual. [62]

Hobby board games

Some academics, such as Erica Price and Marco Arnaudo, have differentiated "hobby" board games and gamers from other board games and gamers. [63] [64] A 2014 estimate placed the U.S. and Canada market for hobby board games (games produced for a "gamer" market) at only $75 million, with the total size of what it defined as the "hobby game market" ("the market for those games regardless of whether they're sold in the hobby channel or other channels,") at over $700 million. [65] A similar 2015 estimate suggested a hobby game market value of almost $900 million. [66]

Research

Mathematicians playing Konane.jpg
USMC-14131.jpg
Board games serve diverse interests. Left: kōnane for studious competition. Right: kōnane for lighthearted fun.

A dedicated field of research into gaming exists, known as game studies or ludology. [67]

While there has been a fair amount of scientific research on the psychology of older board games (e.g., chess, Go, mancala), less has been done on contemporary board games such as Monopoly , Scrabble , and Risk , [68] and especially modern board games such as Catan , Agricola , and Pandemic . Much research has been carried out on chess, partly because many tournament players are publicly ranked in national and international lists, which makes it possible to compare their levels of expertise. The works of Adriaan de Groot, William Chase, Herbert A. Simon, and Fernand Gobet have established that knowledge, more than the ability to anticipate moves, plays an essential role in chess-playing ability. [69]

Linearly arranged board games have improved children's spatial numerical understanding. This is because the game is similar to a number line in that they promote a linear understanding of numbers rather than the innate logarithmic one. [70]

Research studies show that board games such as Snakes and Ladders result in children showing significant improvements in aspects of basic number skills such as counting, recognizing numbers, numerical estimation, and number comprehension. They also practice fine motor skills each time they grasp a game piece. [71] Playing board games has also been tied to improving children's executive functions [72] and help reduce risks of dementia for the elderly. [73] [74] Related to this is a growing academic interest in the topic of game accessibility, culminating in the development of guidelines for assessing the accessibility of modern tabletop games [75] and the extent to which they are playable for people with disabilities. [76]

Additionally, board games can be therapeutic. Bruce Halpenny, a games inventor said when interviewed about his game, The Great Train Robbery:

With crime you deal with every basic human emotion and also have enough elements to combine action with melodrama. The player's imagination is fired as they plan to rob the train. Because of the gamble, they take in the early stage of the game there is a build-up of tension, which is immediately released once the train is robbed. Release of tension is therapeutic and useful in our society because most jobs are boring and repetitive. [77]

Playing games has been suggested as a viable addition to the traditional educational curriculum if the content is appropriate and the gameplay informs students on the curriculum content. [78] [79]

Categories

There are several ways in which board games can be classified, and considerable overlap may exist, so that a game belongs to several categories. [16]

The namesake of the board game, gameboards would seem to be a necessary and sufficient condition of the genre, though card games that do not use a standard deck of cards (as well as games that use neither cards nor a gameboard) are often colloquially included, with some scholars therefore referring to said genre as that of "table and board games" or "tabletop games", or seeing board games as a subgenre of tabletop games. [80] :5 [81] :1

H. J. R. Murray's A History of Board Games Other Than Chess (1952) has been called the first attempt to develop a "scheme for the classification of board games". [82] David Parlett's Oxford History of Board Games (1999) defines four primary categories: race games (where the goal is to be the first to move all one's pieces to the final destination), space games (in which the object is to arrange the pieces into some special configuration), chase games (asymmetrical games, where players start the game with different sets of pieces and objectives) and displace games (where the main objective is the capture the opponents' pieces). Parlett also distinguishes between abstract and thematic games, the latter having a specific theme or frame narrative (ex. regular chess versus, for example, Star Wars-themed chess). [82]


The following is a list of some of the most common game categories:

Glossary

Although many board games have a jargon all their own, there is a generalized terminology to describe concepts applicable to basic game mechanics and attributes common to nearly all board games.

See also

Related Research Articles

<span class="mw-page-title-main">Backgammon</span> Board and dice game for two players

Backgammon is a two-player board game played with counters and dice on tables boards. It is the most widespread Western member of the large family of tables games, whose ancestors date back at least 1600 years. The earliest record of backgammon itself dates to 17th-century England, being descended from the 16th-century game of Irish.

<span class="mw-page-title-main">Dice</span> Throwable objects with marked sides, used for generating random numbers

A die is a small, throwable object with marked sides that can rest in multiple positions. Dice are used for generating random values, commonly as part of tabletop games, including dice games, board games, role-playing games, and games of chance.

<span class="mw-page-title-main">Eurogame</span> Type of board game

A Eurogame, also called a German-style board game, German game, or Euro-style game, is a class of tabletop games that generally has complex rules, indirect player interaction, and multiple ways to score points. Eurogames are sometimes contrasted with American-style board games, which generally involve more luck, conflict, and drama. They are usually less abstract than chess or Go, but more abstract than wargames. Likewise, they generally require more thought and planning than party games such as Pictionary or Trivial Pursuit.

<span class="mw-page-title-main">Tables game</span> Class of board game

Tables games are a class of board game that includes backgammon and which are played on a tables board, typically with two rows of 12 vertical markings called points. Players roll dice to determine the movement of pieces. Tables games are among the oldest known board games, and many different varieties are played throughout the world. They are called 'tables' games because the boards consist of four quadrants or 'tables'. The vast majority are race games, the tables board representing a linear race track with start and finish points, the aim being to be first to the finish line, but the characteristic features that distinguish tables games from other race games are that they are two-player games using a large number of pieces, usually fifteen per player.

<span class="mw-page-title-main">Klaus Teuber</span> German board game designer (1952–2023)

Klaus Wilhelm Heinrich Teuber was a German board game designer best known as the creator of Catan. Originally working as a dental technician, he began designing games first as a hobby then as a full-time career.

<span class="mw-page-title-main">Tabletop game</span> Social activity played on a flat surface

Tabletop games or tabletops are games that are normally played on a table or other flat surface, such as board games, card games, dice games, miniature wargames, tabletop role-playing games, or tile-based games.

<span class="mw-page-title-main">Royal Game of Ur</span> Ancient Mesopotamian board game

The Royal Game of Ur is a two-player strategy race board game of the tables family that was first played in ancient Mesopotamia during the early third millennium BC. The game was popular across the Middle East among people of all social strata, and boards for playing it have been found at locations as far away from Mesopotamia as Crete and Sri Lanka. One board, held by the British Museum, is dated to c. 2600 – c. 2400 BC, making it one of the oldest game boards in the world.

In tabletop games and video games, game mechanics specify how a game works for the players. Game mechanics include the rules or ludemes that govern and guide player actions, as well as the game's response to them. A rule is an instruction on how to play, while a ludeme is an element of play, such as the L-shaped move of the knight in chess. The interplay of various mechanics determines the game's complexity and how the players interact with the game. All games use game mechanics; however, different theories disagree about their degree of importance to a game. The process and study of game design includes efforts to develop game mechanics that engage players.

Indoor games and sports are a variety of structured games or competitive physical exercises, typically carried out either at home, in a well-sheltered building, or in a specially constructed sport venue such as a gym, a natatorium, an arena or a roofed stadium.

The following outline is provided as an overview of and topical guide to games and gaming:

<span class="mw-page-title-main">Jacquet (game)</span> French board game

Jacquet is a tables game played on a backgammon-like board and which was once very popular in France and several other parts of Europe. It probably emerged around 1800, but is attested by 1827. In the 20th century it replaced the classic French backgammon equivalentthe game of Trictracuntil Jacquet itself was superseded by Anglo-American games in the 1960s.

A social game or, less commonly, parlour game, may refer to tabletop, other face-to-face indoor or outdoor games, or video games that allow or require social interaction between players as opposed to games played in solitude, games played at tournaments or competitions or games played for money.

<span class="mw-page-title-main">3M bookshelf game series</span> Series of board games and card games

The 3M bookshelf game series is a set of strategy and economic games published in the 1960s and early 1970s by 3M Corporation. The games were packaged in leatherette-look large hardback book size boxes in contrast to the prevalent wide, flat game boxes. The series grew to encompass over three dozen games. Most were multi-player board games or card games; a few were trivia games or two-handed board games. Acquire and TwixT were among the best-selling titles. The series later became part of the Avalon Hill Bookcase games. Very few of these games are still being published.

<span class="mw-page-title-main">Game</span> Structured form of play

A game is a structured type of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work or art.

Robert Charles Bell (1917–2002) was the author of several books on board games, most importantly Board and Table Games 1 & 2. This work won the Premier Award of the Doctors' Hobbies Exhibition, London. He was instrumental in popularizing traditional games, and is acknowledged as one of 11 "principal sources" in David Parlett's The Oxford History of Board Games.

<span class="mw-page-title-main">History of games</span>

The history of games dates to the ancient human past. Games are an integral part of all cultures and are one of the oldest forms of human social interaction. Games are formalized expressions of play which allow people to go beyond immediate imagination and direct physical activity. Common features of games include uncertainty of outcome, agreed upon rules, competition, separate place and time, elements of fiction, elements of chance, prescribed goals and personal enjoyment.

<span class="mw-page-title-main">Game design</span> Process of creating game content and rules

Game design is the process of creating and shaping the mechanics, systems, rules, and gameplay of a game. Game design processes apply to board games, card games, dice games, casino games, role-playing games, sports, war games, or simulation games.

This glossary of board games explains commonly used terms in board games, in alphabetical order. For a list of board games, see List of board games; for terms specific to chess, see Glossary of chess; for terms specific to chess problems, see Glossary of chess problems.

The tabletop game industry is the economic sector involved in the development, marketing, and monetization of games that fall within the scope of tabletop games, which includes dice and card games. According to Statista, the tabletop game industry had an estimated market of approximately 7.2 billion U.S. dollars in 2017 and is expected to increase by 4.8 billion U.S. dollars within the next 6 years.

References

  1. "You can choose cities for new Monopoly game". NBC News . 20 February 2008. Retrieved 16 September 2023.
  2. Pritchard, D.B. (1994). The Encyclopedia of Chess Variants. Games & Puzzles Publications. p. 84. ISBN   978-0-9524142-0-9. Chess itself is a simple game to learn but its resulting strategy is profound.
  3. Woods, Stewart (16 August 2012). Eurogames: The Design, Culture and Play of Modern European Board Games. McFarland. p. 17. ISBN   9780786490653.
  4. Livingstone, Ian; Wallis, James (2019). Board games in 100 moves. London: Dorling Kindersley. ISBN   978-0-241-36378-2. OCLC   1078419452.
  5. Maǧīdzāda, Yūsuf (2003). Jiroft: the earliest oriental civilization. Organization of the Ministry of Culture ans Islamic Guidance. ISBN   964-422-478-7. OCLC   249152908.
  6. Piccione, Peter A. (July–August 1980). "In Search of the Meaning of Senet" (PDF). Archaeology: 55–58. Archived (PDF) from the original on 25 November 2011. Retrieved 14 July 2018.
  7. Solly, Meilan. "The Best Board Games of the Ancient World". Smithsonian Magazine. Retrieved 27 November 2021.
  8. "Okno do svita deskovych her". Hrejsi.cz. 27 April 1998. Archived from the original on 8 December 2012. Retrieved 12 February 2010.
  9. Pivotto, Carlos; et al. "Detection of Negotiation Profile and Guidance to more Collaborative Approaches through Negotiation Games" (PDF). Archived (PDF) from the original on 9 October 2022. Retrieved 2 October 2014.
  10. "Games in ancient Egypt". Digital Egypt for Universities. University College, London. Retrieved 13 June 2020.
  11. Hirst, K. Kris. "What? Snakes and Ladders is 4,000 Years Old?". ThoughtCo.com. Retrieved 23 December 2018.
  12. "A 4,000-Year-Old Bronze Age Game Called 58 Holes Has Been Discovered in Azerbaijan Rock Shelter". WSBuzz.com. 18 November 2018. Archived from the original on 26 August 2019. Retrieved 23 December 2018.
  13. Metcalfe, Tom (10 December 2018). "16 of the Most Interesting Ancient Board and Dice Games". Live Science. Retrieved 23 December 2018.
  14. Bower, Bruce (17 December 2018). "A Bronze Age game called 58 holes was found chiseled into stone in Azerbaijan". Science News. Retrieved 23 December 2018.
  15. "Backgammon History". bkgm.com. Retrieved 17 February 2021.
  16. 1 2 3 Edwards, Jason R. "Saving Families, One Game at a Time" (PDF). Archived from the original (PDF) on 5 February 2016.
  17. 1 2 Brouwers, Josho (29 November 2018). "Ancient Greek heroes at play". Ancient World Magazine. Retrieved 6 March 2020.
  18. Schulte, Michael. "Board games of the Vikings – From hnefatafl to chess". p. 5.
  19. Harding, Timothy (2010). "'A Fenian pastime'? Early Irish board games and their identification with chess". Irish Historical Studies. 37 (145): 5. doi:10.1017/S0021121400000031. hdl: 2262/38847 . ISSN   0021-1214. JSTOR   20750042. S2CID   163144950.
  20. Jackson, Kenneth Hurlstone (28 February 2011). The Oldest Irish Tradition: A Window on the Iron Age. Cambridge University Press. p. 23. ISBN   9780521134934.
  21. Neilson, W Bryce. "GAMING HISTORY & LAW" (PDF). Gamesboard.org. Archived (PDF) from the original on 1 October 2020. Retrieved 15 February 2022.
  22. Kentel, Koca (Fall 2018). "Empire on a Board: Navigating the British Empire through Geographical Board Games in the Nineteenth Century". The Portolan. 102: 27–42. doi:10.17613/M6JW86M71.
  23. Adam, Gottfried (31 October 2022). Thumb Bibles: The History of a Literary Genre. BRILL. ISBN   978-90-04-52588-7.
  24. "ATour Through the British Colonies and Foreign Possessions | Betts, John | V&A Explore The Collections". Victoria and Albert Museum: Explore the Collections.
  25. "A Voyage of Discovery or The Five Navigators | Spooner, William | V&A Explore The Collections". Victoria and Albert Museum: Explore the Collections.
  26. Asbury, Susan (Winter 2018). "It's All a Game: The History of Board Games from Monopoly to Settlers of Catan" (PDF). Book Reviews. American Journal of Play. 10 (2): 230. Archived from the original (PDF) on 11 July 2020. Retrieved 5 March 2020.
  27. Hofer, Margaret (1 March 2003). The Games we Played: The Golden Age of Board and Table Games. Princeton Architectural Press. ISBN   978-1-56898-397-4.
  28. "The most popular board games in non-Western cultures". BoardGameTheories. 12 September 2020. Retrieved 1 October 2020.
  29. 1 2 Smith, Quintin (October 2012). "The Board Game Golden Age". Archived from the original on 1 June 2013. Retrieved 10 May 2013.
  30. "A look into the golden age of boardgames | BGG". BoardGameGeek. Retrieved 1 March 2020.
  31. 1 2 3 4 Duffy, Owen (25 November 2014). "Board games' golden age: sociable, brilliant and driven by the internet". The Guardian.
  32. Konieczny, Piotr (2019). "Golden Age of Tabletop Gaming: Creation of the Social Capital and Rise of Third Spaces for Tabletop Gaming in the 21st Century". Polish Sociological Review (2): 199–215. doi:10.26412/psr206.05 (inactive 1 November 2024). ISSN   1231-1413.{{cite journal}}: CS1 maint: DOI inactive as of November 2024 (link)
  33. "The Board Game Biz is Booming, and Chicago's Ready to Play". WTTW News. Retrieved 1 March 2020.
  34. "Six Reasons China Loves Board Game Cafés". Flamingo. Archived from the original on 20 May 2016. Retrieved 22 April 2016.
  35. Coon, Jo Thompson; Orr, Noreen; Shaw, Liz; Hunt, Harriet; Garside, Ruth; Nunns, Michael; Gröppel-Wegener, Alke; Whear, Becky (4 April 2022). "Bursting out of our bubble: using creative techniques to communicate within the systematic review process and beyond". Systematic Reviews. 11 (1): 56. doi: 10.1186/s13643-022-01935-2 . ISSN   2046-4053. PMC   8977563 . PMID   35379331.
  36. "The case against Candy Land". BoingBoing. 26 January 2009.
  37. "Luck vs. Skill in Backgammon". bkgm.com. Retrieved 19 May 2020.
  38. Sfetcu, Nicolae (4 May 2014). Game Preview. Nicolae Sfetcu.
  39. Kirkpatrick, Karen (27 April 2015). "What's a German-style board game?". HowStuffWorks.com. Retrieved 20 July 2021. They feature little or no luck, and economic, not military, themes. In addition, all players stay in the game until it's over.
  40. McLellan, Joseph (2 June 1986). "Lying and Cheating by the Rules". Washington Post. ISSN   0190-8286 . Retrieved 29 December 2022.
  41. Glassner, Andrew (2 August 2017). Interactive Storytelling: Techniques for 21st Century Fiction. CRC Press. ISBN   978-1-040-08312-3.
  42. Levine, Timothy R. (20 February 2014). Encyclopedia of Deception. SAGE Publications. ISBN   978-1-4833-0689-6.
  43. "6 Best Sites to Play Board Games Online for Free". Mykindofmeeple.com. 25 February 2019. Retrieved 23 January 2021.
  44. "U3a International Chess by Email". Archived from the original on 15 October 2014. Retrieved 8 October 2014.
  45. "Print & Play". Boardgamegeek.com. Retrieved 8 October 2014.
  46. "DVD Board Games" . Retrieved 8 October 2014.
  47. "Audio Cassette Board Games". Boardgamegeek.com. Retrieved 8 October 2014.
  48. Hall, Charlie (22 April 2015). "D&D now on Steam, complete with dice and a Dungeon Master". Polygon . Retrieved 10 April 2017.
  49. Hall, Charlie (1 December 2016). "Tabletopia is slick as hell, and it's free on Steam". Polygon . Retrieved 7 September 2017.
  50. "SmiteWorks USA, LLC". Fantasy Grounds. SmiteWorks. Retrieved 21 July 2017.
  51. O'Conner, Alice (1 October 2015). "Cosmic Encounter Officially Invades Tabletop Simulator". Rock Paper Shotgun . Retrieved 1 August 2016.
  52. Wawro, Alex (3 July 2015). "Mod Mentality: How Tabletop Simulator was made to be broken". Gamasutra . Retrieved 8 July 2015.
  53. Freeman, Will (9 December 2012). "Why board games are making a comeback". The Guardian.
  54. "Not Bored Of Board Games". Toyindustryjournal.com. 1 August 2018. Archived from the original on 2 March 2021. Retrieved 5 January 2021.
  55. Hall, Charlie (22 December 2020). "Games broke funding records on Kickstarter in 2020, despite the pandemic". Polygon . Archived from the original on 22 December 2020. Retrieved 8 August 2021.
  56. Scanlon, Jennifer (2001). "Board games". In Browne, Ray Broadus; Browne, Pat (eds.). The Guide to United States Popular Culture. Popular Press. p. 103. ISBN   978-0-87972-821-2.
  57. "So you've invented a board game. Now what?". Archived from the original on 15 November 2014. Retrieved 26 November 2014.
  58. "Educational Games Getting Popular". The Korea Times. 22 July 2009. Archived from the original on 5 January 2016.
  59. "Monopoly, Candy Land May Offer Refuge to Families in Recession". Bloomberg News . Archived from the original on 26 November 2014.
  60. "Chinese Board Game Market Overview". LP Board Game. Archived from the original on 21 February 2016.
  61. "Pamiętacie Eurobiznes? Oto wielki powrót gier planszowych, dla których oni zarywają noce". Menstream.pl. 16 April 2013. Archived from the original on 5 January 2016.
  62. "Monopoly Killer: Perfect German Board Game Redefines Genre". WIRED. 23 March 2009. Archived from the original on 10 May 2015. Retrieved 23 April 2015.
  63. Price, Erica (1 October 2020). "The Sellers of Catan: The Impact of on the United States Leisure and Business Landscape, 1995-2019". Board Game Studies Journal. 14 (1): 61–82. doi: 10.2478/bgs-2020-0004 .
  64. Arnaudo, Marco (29 November 2017). "The Experience of Flow in Hobby Board Games". Analog Game Studies. Retrieved 3 September 2023.
  65. "Hobby Games Market Hits $700M". icv2.com. Retrieved 3 September 2023.
  66. "Hobby Games Market Climbs to $880 Million". icv2.com. Retrieved 3 September 2023.
  67. Fernández-Vara, Clara (3 January 2014), "Adventure", The Routledge Companion to Video Game Studies: 232–240, doi:10.4324/9780203114261-33, archived from the original on 21 August 2022, retrieved 21 August 2022
  68. Gobet, Fernand; de Voogt, Alex; Retschitzki, Jean (2004). Moves in mind: The psychology of board games. Psychology Press. ISBN   978-1-84169-336-1.
  69. Simons, Daniel (15 February 2012). "How experts recall chess positions". The Invisible Gorilla. Archived from the original on 1 December 2017. Retrieved 21 November 2017.
  70. "Playing Linear Number Board Games—But Not Circular Ones—Improves Low-Income Preschoolers' Numerical Understanding" (PDF). Archived from the original (PDF) on 24 May 2011. Retrieved 30 May 2011.
  71. LeFebvre, J.E. "Parenting the preschooler" (PDF). UW Extension. Archived from the original (PDF) on 21 May 2014. Retrieved 10 March 2015.
  72. Lahey, Jessica (16 July 2014). "How Family Game Night Makes Kids into Better Students". The Atlantic. Retrieved 13 May 2019.
  73. Dartigues, Jean François; Foubert-Samier, Alexandra; Le Goff, Mélanie; Viltard, Mélanie; Amieva, Hélène; Orgogozo, Jean Marc; Barberger-Gateau, Pascale; Helmer, Catherine (2013). "Playing board games, cognitive decline and dementia: a French population-based cohort study". BMJ Open. 3 (8): e002998. doi:10.1136/bmjopen-2013-002998. ISSN   2044-6055. PMC   3758967 . PMID   23988362.
  74. Altschul, Drew M; Deary, Ian J (2020). Taler, Vanessa (ed.). "Playing Analog Games Is Associated With Reduced Declines in Cognitive Function: A 68-Year Longitudinal Cohort Study". The Journals of Gerontology: Series B. 75 (3): 474–482. doi:10.1093/geronb/gbz149. ISSN   1079-5014. PMC   7021446 . PMID   31738418.
  75. Heron, Michael James; Belford, Pauline Helen; Reid, Hayley; Crabb, Michael (27 April 2018). "Meeple Centred Design: A Heuristic Toolkit for Evaluating the Accessibility of Tabletop Games". The Computer Games Journal. 7 (2): 97–114. doi: 10.1007/s40869-018-0057-8 . hdl: 10059/2886 . ISSN   2052-773X.
  76. Heron, Michael James; Belford, Pauline Helen; Reid, Hayley; Crabb, Michael (21 April 2018). "Eighteen Months of Meeple Like Us: An Exploration into the State of Board Game Accessibility" (PDF). The Computer Games Journal. 7 (2): 75–95. doi:10.1007/s40869-018-0056-9. ISSN   2052-773X. S2CID   5011817. Archived (PDF) from the original on 9 October 2022.
  77. "Stealing the show". Toy Retailing News. Vol. 2, no. 4. December 1976. p. 2.
  78. Harris, Christopher (n.d.). "Meet the New School Board: Board Games Are Back – And They're Exactly What Your Curriculum Needs". School Library Journal. Vol. 55, no. 5. pp. 24–26. ISSN   0362-8930 . Retrieved 23 April 2015.
  79. Mewborne, Michael; Mitchell, Jerry T. (3 April 2019). "Carcassonne: Using a Tabletop Game to Teach Geographic Concepts". The Geography Teacher. 16 (2): 57–67. Bibcode:2019GeTea..16...57M. doi:10.1080/19338341.2019.1579108. ISSN   1933-8341. S2CID   181375208.
  80. Woods, Stewart (30 August 2012). Eurogames: The Design, Culture and Play of Modern European Board Games. McFarland. ISBN   978-0-7864-6797-6.
  81. Engelstein, Geoffrey (21 December 2020). Game Production: Prototyping and Producing Your Board Game. CRC Press. ISBN   978-1-000-29098-1.
  82. 1 2 "SFE: Board Game". sf-encyclopedia.com. Retrieved 21 August 2022.
  83. "Arkham Horror's 3rd Edition Gives the Game a Dramatic and Awesome Overhaul - Gen Con 2018". Ign.com. 3 August 2018.
  84. "The Best Horror and Zombie Board Games". Ign.com. 20 December 2019.

Further reading