Abstract
From the tic-tac-toe, an ancient chess game, which was invented thousand years ago, to modern wargames that take weeks to finish, board games have long been defined as a tool to create a platform for entertainment, education, and training of strategy in fields such as military affairs and economics. Development of technology is worthy of a rapier to the field of board games, both bringing new-published board games to tables worldwide and replacing them with more convenient entertainments such as video games or computer games. Towards this end, this thesis presents an analysis-driven review of board game domains and play-related attributes based on data from the world’s largest board game website - BGG. The analysis expects to make a clear view of the changes in users’ favors by comparing recent and former board games. And further investigate the relationships between their successes and inner attributes.
Publisher
Darcy & Roy Press Co. Ltd.
Cited by
2 articles.
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1. Unveiling modern board games: an ML-based approach to BoardGameGeek data analysis;2024 IEEE Conference on Games (CoG);2024-08-05
2. Introduction;Board Games in the CLIL Classroom;2023-12-04