Rolling in Fun, Paying the Price: A Thematic Analysis on Purchase and Play in Tabletop Games

dc.contributor.authorJoseph Tu
dc.contributor.authorDerrick Wang
dc.contributor.authorLydia Choong
dc.contributor.authorAj Abistado
dc.contributor.authorStuart Hallifax
dc.contributor.authorKatja Rogers
dc.contributor.authorLennart Nacke
dc.date.accessioned2024-12-19T19:13:32Z
dc.date.available2024-12-19T19:13:32Z
dc.date.issued2024-12-12
dc.descriptionThis is the author’s version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in ACM Games: Research and Practice, Volume 3, Issue 1, March 2025: https://doi.org/10.1145/3700628.
dc.description.abstractThe tabletop games industry has experienced remarkable growth in recent years. A deeper exploration of the factors motivating players to invest time and money in these games would help game companies better cater to their target audience and increase profits. We conducted a reflexive thematic analysis of 20 semi-structured interviews with tabletop game players. Our analysis revealed five themes concerning purchasing decision influences: (1) childhood past experiences and cultural norms, (2) representation and inclusivity, (3) social connections and shared fun, (4) overcoming gameplay hindrances with digital assistance, and (5) economic constraints. These findings suggest that game companies should focus on presenting easily understandable information, minimizing idle time, and exploring opportunities for inclusivity in digital interactions to effectively engage players and drive sales. Based on our valuable insights into player motivations, we offer actionable recommendations for the tabletop games industry.
dc.description.sponsorshipThis work was made possible by the NSERC CREATE SWaGUR grant, Social Sciences and Humanities Research Council, Lennart Nacke’s NSERC Discovery Grant, the Canada Foundation for Innovation John R. Evans Leaders Fund “The Seamless User-Centered Conscious Experience Study System (SUCCESS),” and the Mitacs Accelerate program titled “The Impact of Cultural and Economic Factors on Play and Purchase Decisions for Tabletop Games”.
dc.identifier.issn2832-5516
dc.identifier.uri10.1145/3696800
dc.identifier.urihttps://hdl.handle.net/10012/21281
dc.language.isoen
dc.publisherAssociation for Computing Machinery New York, NY, United States
dc.relation.urihttps://osf.io/vg8s5/
dc.titleRolling in Fun, Paying the Price: A Thematic Analysis on Purchase and Play in Tabletop Games
dc.typeArticle
dcterms.bibliographicCitationJoseph Tu, Derrick Wang, Lydia Choong, Aj Abistado, Ally Suarez, Stuart Hallifax, Katja Rogers, and Lennart Nacke. 2024. Rolling in Fun, Paying the Price: A Thematic Analysis on Purchase and Play in Tabletop Games. ACM Games 3, 1, Article 1 (March 2025), 29 pages. https://doi.org/10.1145/3700628
uws.contributor.affiliation1Stratford School of Interaction Design and Business
uws.contributor.affiliation2Games Institute
uws.peerReviewStatusReviewed
uws.scholarLevelGraduate
uws.typeOfResourceTexten

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Published: 12 December 2024 Online AM: 17 October 2024 Accepted: 19 September 2024 Revised: 15 July 2024 Received: 11 October 2022 Published in GAMES Volume 3, Issue 1

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