Your Move: An Open Access Dataset of Over 1500 Board Gamer’s Demographics, Preferences and Motivations

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
Liam B. Cross, A. Piovesan, Micael Sousa, Peter Wright, Gray Atherton
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引用次数: 1

Abstract

Intro This paper reports the demographics of a large sample of board gamers and their in-game motivations and preferences. Methods We report the specific preferences of 1603 board gamers (i.e. preferred platform, mechanics, style, theme, player count and game length) and player demographics, i.e. age, gender, education level as well as neurodivergence in this population. Participants were sampled via board game groups and game distributor mailing lists. Results Findings confirmed previous assumptions that board gamers are primarily middle-aged, university/college-educated, white males. We show that most gamers identify as mid-core/core with a preference for shorter, competitive Euro games. They tend to prefer in-person play with 3-4 players. However, a sizeable portion of the sample did not fit this description, showing a more complex picture. Discussion Results describe the population's demographics and detailed description of gamers preferred, mechanics, themes, components, preferences and motivations. An anonymised version of this data set is provided alongside this work for game designers and academics to explore further and cross-reference relationships between demographics and preferences/motivations. Considering that a quarter of the sample were neurodivergent (i.e. reported at least one mental health or neurodevelopmental condition) the dataset could also help clinicians who use board games as interventional tools. We hope this dataset (https://osf.io/tu8yq) will be helpful to board game designers, clinicians, educators, teachers, therapists and researchers interested in utilising board games to make informed choices about which games they use.
你的行动:超过1500名棋牌玩家的人口统计,偏好和动机的开放访问数据集
本文报告了大量棋盘游戏玩家样本的人口统计数据及其在游戏中的动机和偏好。我们报告了1603名桌游玩家的特定偏好(如偏爱的平台、机制、风格、主题、玩家数量和游戏长度)和玩家人口统计数据(如年龄、性别、教育水平和神经分化)。参与者通过桌游小组和游戏发行商邮件列表进行抽样调查。研究结果证实了之前的假设,即桌游玩家主要是中年人、受过大学教育的白人男性。我们发现大多数中核/硬核玩家更喜欢较短的竞争性欧洲游戏。他们倾向于与3-4名玩家进行面对面的游戏。然而,相当大一部分样本不符合这一描述,显示出一个更复杂的画面。讨论结果描述了玩家的人口统计特征以及对玩家偏好、机制、主题、组件、偏好和动机的详细描述。该数据集的匿名版本与此工作一起提供给游戏设计师和学者,以进一步探索人口统计和偏好/动机之间的交叉参考关系。考虑到四分之一的样本是神经发散性的(即至少报告了一种心理健康或神经发育状况),数据集也可以帮助使用棋盘游戏作为干预工具的临床医生。我们希望这个数据集(https://osf.io/tu8yq)能对桌游设计师、临床医生、教育工作者、教师、治疗师和研究人员有所帮助,他们对桌游的使用有兴趣,从而做出明智的选择。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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