International Journal of Games and Social Impact, Vol. 1, Nº. 2 (2023)

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    Current and future opportunities for 3D printing in modern board games
    (Lusofona University, 2023) Simões, Ricardo; Escola de Comunicação, Arquitetura, Artes e Tecnologias da Informação
    Additive manufacturing (3D printing) is a set of disruptive technologies where parts are no longer produced by removing material until the desired form is achieved, but rather build the intended product layer by layer. With significant benefits in the efficient use of resources, optimizing performance, and allowing individual customization of each print, 3D printing techniques have been more widely adopted worldwide, and modern board games are no exception. However, until now its use is mostly hobbyists creating and sharing 3D models for improving player experience in two aspects: customization (upgrade) of game components, and solutions for organization/setup/logistics. Nevertheless, 3D printing opens opportunities also for game designers/developers and publishers. This paper presents a glimpse of the current use of 3D printing in modern board games and discusses opportunities for the future, highlighting how both players and professionals can take advantage of this technology.
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    Why have there been no great women board game designers?
    (Lusofona University, 2023) Dias, Carolina Magalhães; Escola de Comunicação, Arquitetura, Artes e Tecnologias da Informação
    Board Games are becoming increasingly popular, and yet the Board Game designer population continues to be primarily made up of white men. This article intends to present the factors that may have held women and non-binary people back from occupying the Board Game community as intensely as men and which contribute to the homogeneity of Board Game designers today. Firstly, supported by the relevant literature, this article starts by establishing a connection between implicit stereotypes and the way we choose to spend our free time. Secondly, data from studies performed in different countries shows that, even when choosing to play Board Games, women have tendentially less free time than men to play – and, therefore, less time to develop ideas for new Board Games. Lastly, this article focuses on the women who play and how their experiences in Board Game events and conventions may prevent them from participating further in the hobby and its community, including in Board Game design.
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    Computer supported accessible dexterity-based board games
    (Lusofona University, 2023) Heron, Michael James; Escola de Comunicação, Arquitetura, Artes e Tecnologias da Informação
    Board game accessibility analyses conducted by the Meeple Centred Design project have identified a number of problem areas where there exist no accessible intersection of disability and game design paradigm. While there exist fun and innovative board games for most players, making use of most game mechanisms, there exists no identified dexterity game accessible to those with physical impairments. Indeed, it is hard to imagine what form a game of that nature might take. In this paper, we outline a technological solution making use of computer vision, digital representation, and accessible game design. In its proof of concept form, it serves as a way of making the game Crokinole playable by mixed-needs groups. Future work will generalise this solution to work for a wide array of flicking and pushing based dexterity games, along with investigating how existing digital accessibility support tools can be leveraged to expand the demographic that can benefit from this approach.
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    Current accessibility challenges and perspectives for people with visual impairments in tabletop games
    (Lusofona University, 2023) Léste, João; Farbiarz, Jackeline; Escola de Comunicação, Arquitetura, Artes e Tecnologias da Informação
    Much has already been discussed about the educational benefits of playing Tabletop games. However, as United Nations’ Sustainable Development Goal (SDG) 4.5 points out, there still exist many disparities in the access to quality education by vulnerable groups. This paper aims to address some of the factors that contribute to this disparity in regard to people with visual impairments in Brazil. Beyond that, there is a much more dire barrier of access to: the majority of information about the games is presented visually. In practice, people with visual impairments have to rely on the “goodwill” of other people to try and adapt the games for them, who are generally their teachers, friends or relatives. Lastly, this paper presents some accessibility criteria to be considered when designing board games for people with visual impairments, as well as present the Design in Partnership approach as a viable method to design more meaningful games for this context.
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    Public interest and the potential social impact of board games : the role of the strategic twist, definition and scope
    (Lusofona University, 2023) Antunes, Paulo; Escola de Comunicação, Arquitetura, Artes e Tecnologias da Informação
    Modern board games – precisely after what has been dubbed the “renaissance” of analog games since the publication of Catan and the consequent affirmation of the “German games” – have served for a vast reflection in the field of metagame. In this text it is considered that the effects following what is called “strategic twist” in modern board games, allow reflecting about the dynamics of the field of leisure/ludicity from two aspects: the orientation of games towards strategy; and the strategic character of the transition of/in the milieu. One must understand how the “twist” can be thought about and what can be thought about the political-philosophical reflections that address the “public interest”, and how these two fields can be broadly intertwined. With this theoretical-societal connection, the aim here is to move on from the role that the “strategic twist” plays in calling the “public interest” attention for the practice of this type of activity (the impact of a new dissemination of games), to the “public interest”, that may have reciprocally provided it; and to how something like this “interest” can be treated in the games themselves. Finally, also how some light can be shed on it by the combination and choice of some game mechanics. The intersection of these two domains also prepares us to talk about serious issues in the future.
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    Guidelines for ludonarrative conversion : a case study for a children's book converted to a game
    (Lusofona University, 2023) Starks, Katryna; Escola de Comunicação, Arquitetura, Artes e Tecnologias da Informação
    Video games are a way to help children improve their communication and collaboration skills as well as engage them in the world of their favorite book characters. This paper explains the unique features of books and games, and how interactivity can enhance the reader experience in the game world. It then goes on to explain various design considerations for children, including age ratings and designs for screen time recommendations. Further, game mechanics are paired with Erickson’s stages of development to facilitate optimal design in various age group. Finally, a development framework is presented, and a case study features a prototype design which displays these principles in a real-world setting.
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    Roundtable, analogue co-design : opportunities, challenges and other nuances
    (Lusofona University, 2023) Brand, Inka; C., Isra; Brand, Markus; S., Shei; Sousa, Micael; Sousa, Carla; Casimiro, Cátia; Escola de Comunicação, Arquitetura, Artes e Tecnologias da Informação
    Co-design is linked to a range of advantages, encompassing enhancements in idea generation, service or product development processes, decision-making, cooperation, creativity, as well as long-term satisfaction and loyalty among clients and users (Steen, 2013; Steen et al., 2011). Despite its widespread use as a strategic approach, co-design has received less scholarly attention, and critical discussions regarding its underlying concepts are infrequent. The occurrence of this particular circumstance can perhaps be attributed to the widespread practice of categorizing projects as co-design, which may lead to a dilution or confusion of conceptual understanding (Steen, 2013). In the field of games, especially at an academic level, the idea of co-design has been used mainly to describe processes of horizontalizing research design, aligned with participatory paradigms (Brown, 2022; Hall, 1975). Specifically, where the player no longer plays a completely passive role, but co-creates the gaming world together with the designers (De Jans et al., 2017; Loos et al., 2019; Pedersen & Buur, 2000). Or when the games (applied as a serious game) deliver a tool for ideation and the co-creation of projects and solutions to a specific problem (Sousa, 2021). Here, we have invited two of the most prominent duos of contemporary analog game designers – Isra/Shei and Inka Brand/Markus Brand – to reflect on how they complement and oppose each other in this process. Relational and gender characteristics, how they impact the creative process, and the players’ vision of the games created, among many other issues, will be reflected here.
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    An analog game-based intervention and a playability analysis in the elderly : a pilot study
    (Lusofona University, 2023) Pincegher, Dara; Rosa, Marlene; Silva, Emanuel; Frontini, Roberta; Escola de Comunicação, Arquitetura, Artes e Tecnologias da Informação
    Introduction: Gamed-based interventions (GBI) in old people is an interesting topic for aging-well purposes, however, few studies exist focused on the assessment of multimodal interactive experience (emotions, skills, engagement, etc), and most of them used digital games. Therefore, validation of analog GBIs, when implemented in the geriatric field, should be completed with a playability analysis. Aim: To characterise a multicomponent playability analysis, considering (i) emotional state changes, and (ii) the perceived experience during the implementation of an analog gamed-based short-term intervention in the institutionalized elderly person. Method: A pre and post-test study was conducted during four weeks of intervention through an analogue game. Participants were elderly people institutionalised in a Residential Home for the Elderly in the central region of Portugal. Playability is assessed before and after the sessions with analogue games, using the Visual Analogue Scale (VAS) (0-10) of emotions and a questionnaire about participants’ perceptions of game-based experience. Results: Thirteen elderly people (9 women/4 men) with a mean age of 80±9.32 years participated in the study. A total of 48 states of tiredness/excitement, calmness/anxiety, and sadness/joy were recorded: 44,4% of participants increased their level of excitement; 66,7% decreased their level of excitement. The serious aims of the game were well perceived while maintaining the perception of the playful and fun character. Conclusion: The positive emotional changes in the elderly might be a sign of self-perceived novelty and challenge in the game. A good perception of the serious purpose of the game is associated with a positive emotional state, which encourages the adoption of proficiency feedback mode in the game. This pilot study was a relevant contribution to the continuing progression of playability analysis in elderly therapeutic contexts.
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    Cognitive teleintervention with board games during the pandemic lockdown in school-age children
    (Lusofona University, 2023) Vita-Barrull, Nuria; Estrada-Plana, Verónica; March-Llanes, Jaume; Guzmán, Núria; Moya Higueras, Jorge; Mayoral, María; Escola de Comunicação, Arquitetura, Artes e Tecnologias da Informação
    Background. Playing modern board games has been linked to cognitive enhancement in children when playing face-to-face. However, because of the SARS-CoV-2, playing in an analog way was difficult. Objective. To test the efficacy of a cognitive intervention program with board games in school-age children (25 Spaniards; 5-12 years) delivered remotely through web conferencing. Methods. We performed a randomized controlled trial with a wait-list control group (n=10) and pre-post testing (updating, inhibition, flexibility, and verbal fluency). The study was preregistered on clinicaltrials.gov (NCT04823338). The experimental group (n=15) played commercialized board games adapted to an online format during 12 sessions. Results and Conclusions. We found higher flexibility and verbal fluency improvements in the experimental than in the control group. We also saw improvements in visuospatial updating solely in the passive control group. Board games played remotely could entail some cognitive benefits, though we found paradigmatic results too. Board games may benefit the most when played face to face.