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A taxonomy of narrative-centric board and card games

Published: 14 August 2017 Publication History

Abstract

Narrative-centric analog games 1 have emerged from a hybridization of genres: they borrow conventions from pen and paper-based role-playing games such as Dungeons and Dragons, as well as the foundations of eurogames and war games. Historically, board game narratives and themes have primarily been imposed through design elements rather than mechanics: in his study of Eurogames, Woods noted that while players often value a "sense of narrative" that unifies theme and mechanics, this is rarely an emphasis of the genre [34]. However, modern narrative-centric board games demonstrate new levels of unity between play and story, integrating players into the narrative as meaningful actors and borrowing conventions from video games to build nonlinear play. In this paper, we examine and compare some exemplars of the narrative-centric board game genre, and use these games as a lens to propose a taxonomy of narrative-based physical games that builds from and extends Espen Aarseth's narrative theory of digital games [1] and suggest new possibilities for digital game narratives.

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    FDG '17: Proceedings of the 12th International Conference on the Foundations of Digital Games
    August 2017
    545 pages
    ISBN:9781450353199
    DOI:10.1145/3102071
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Published: 14 August 2017

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    Author Tags

    1. board games
    2. game analysis
    3. game narrative
    4. narratology
    5. physical games

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    • Massive Entertainment

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    FDG '17 Paper Acceptance Rate 36 of 89 submissions, 40%;
    Overall Acceptance Rate 152 of 415 submissions, 37%

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    • (2023)Let's Meetup? Board Game Communities in Hong KongGames and Culture10.1177/15554120231202707Online publication date: 24-Sep-2023
    • (2023)Sentiment Analysis of a Text Story Dataset Collected Using Illustration CardsInteractive Storytelling10.1007/978-3-031-47658-7_19(212-219)Online publication date: 31-Oct-2023
    • (2023)A Board Game Hootopia: Biodiversity Education Through Tangible and Interactive NarrativeInteractive Storytelling10.1007/978-3-031-47655-6_25(410-421)Online publication date: 31-Oct-2023
    • (2021)Case Studies in Game-Based Complex LearningMultimodal Technologies and Interaction10.3390/mti51200725:12(72)Online publication date: 23-Nov-2021
    • (2021)A Data Driven Review of Board Game Design and Interactions of Their MechanicsIEEE Access10.1109/ACCESS.2021.31031989(114051-114069)Online publication date: 2021
    • (2021)Using Robots for Digital Storytelling. A Game Design Framework for Teaching Human Rights to Primary School StudentsRobotics in Education10.1007/978-3-030-67411-3_3(26-37)Online publication date: 31-Jan-2021
    • (2021)BibliographyHandbook on Interactive Storytelling10.1002/9781119688167.ref(169-185)Online publication date: 16-Jul-2021
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    • (2020)A Cooperative Storytelling Card Game for Conflict Resolution and EmpathyHCI in Games10.1007/978-3-030-50164-8_27(375-384)Online publication date: 10-Jul-2020
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