Please use this identifier to cite or link to this item: https://hdl.handle.net/10316/111827
DC FieldValueLanguage
dc.contributor.authorCross, Liam-
dc.contributor.authorPiovesan, Andrea-
dc.contributor.authorSousa, Micael-
dc.contributor.authorWright, Peter-
dc.contributor.authorAtherton, Gray-
dc.date.accessioned2024-01-11T12:18:03Z-
dc.date.available2024-01-11T12:18:03Z-
dc.date.issued2023-
dc.identifier.issn1046-8781-
dc.identifier.issn1552-826X-
dc.identifier.urihttps://hdl.handle.net/10316/111827-
dc.description.abstractIntro. 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.pt
dc.language.isoengpt
dc.publisherSAGEpt
dc.relationGame in Lab grant awarded to LC & GApt
dc.rightsopenAccesspt
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/pt
dc.subjectboard gamespt
dc.subjectanalog gamespt
dc.subjectplayerspt
dc.subjectdemographicspt
dc.subjectmental healthpt
dc.subjectgame playpt
dc.subjectgame stylept
dc.subjectgame mechanicspt
dc.subjecthobbypt
dc.titleYour Move: An Open Access Dataset of Over 1500 Board Gamer’s Demographics, Preferences and Motivationspt
dc.typearticlept
degois.publication.firstPage554pt
degois.publication.lastPage575pt
degois.publication.issue5pt
degois.publication.titleSimulation and Gamingpt
dc.peerreviewedyespt
dc.identifier.doi10.1177/10468781231189493-
degois.publication.volume54pt
dc.date.embargo2023-01-01*
uc.date.periodoEmbargo0pt
item.cerifentitytypePublications-
item.languageiso639-1en-
item.fulltextCom Texto completo-
item.grantfulltextopen-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
item.openairetypearticle-
crisitem.author.researchunitCITTA - Research Centre for Territory, Transports and Environment-
Appears in Collections:I&D CITTA - Artigos em Revistas Internacionais
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This item is licensed under a Creative Commons License Creative Commons