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Social features in hybrid board game marketing material

Published: 26 August 2019 Publication History

Abstract

This paper identifies 7 key social features which appear in the marketing and promotional material of hybrid board games. The features are identified by exploring sources such as game websites and game boxes of 13 hybrid board game products. The material is analyzed in order to determine how social features related to hybrid game features are presented. As a result of the analysis, it became apparent that there are certain key social features which are presented as being important to players. The knowledge generated in this work acts as a view to how the industry sees hybridity in games as a tool for supporting social interaction, and how the industry wants to message it to consumers when they explore promotional material. The identified key social features can also be used as design knowledge for developing new games, as they give insight into popular social features in hybrid board games.

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Cited By

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  • (2024)DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication TechnologyProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642243(1-20)Online publication date: 11-May-2024
  • (2023)Social gamingComputers in Human Behavior10.1016/j.chb.2023.107851147:COnline publication date: 1-Oct-2023
  • (2022)Machine Learning Self-Tuning Motivation Engine for TelemarketersSustainable Smart Cities10.1007/978-3-031-08815-5_15(269-283)Online publication date: 3-Nov-2022
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Information

Published In

cover image ACM Other conferences
FDG '19: Proceedings of the 14th International Conference on the Foundations of Digital Games
August 2019
822 pages
ISBN:9781450372176
DOI:10.1145/3337722
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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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 August 2019

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Author Tags

  1. board games
  2. design
  3. hybrid games
  4. marketing

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  • Research-article

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FDG '19

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FDG '19 Paper Acceptance Rate 46 of 124 submissions, 37%;
Overall Acceptance Rate 152 of 415 submissions, 37%

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Cited By

View all
  • (2024)DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication TechnologyProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642243(1-20)Online publication date: 11-May-2024
  • (2023)Social gamingComputers in Human Behavior10.1016/j.chb.2023.107851147:COnline publication date: 1-Oct-2023
  • (2022)Machine Learning Self-Tuning Motivation Engine for TelemarketersSustainable Smart Cities10.1007/978-3-031-08815-5_15(269-283)Online publication date: 3-Nov-2022
  • (2021)Unpacking “Boardgames with Apps”: The Hybrid Digital Boardgame ModelProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445077(1-17)Online publication date: 6-May-2021
  • (2021)Data-driven Method for Mobile Game Publishing Marketing Promotion2021 IEEE International Conference on e-Business Engineering (ICEBE)10.1109/ICEBE52470.2021.00016(35-42)Online publication date: Nov-2021

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