Rolling in Fun, Paying the Price: A Thematic Analysis on Purchase and Play in Tabletop Games
dc.contributor.author | Joseph Tu | |
dc.contributor.author | Derrick Wang | |
dc.contributor.author | Lydia Choong | |
dc.contributor.author | Aj Abistado | |
dc.contributor.author | Stuart Hallifax | |
dc.contributor.author | Katja Rogers | |
dc.contributor.author | Lennart Nacke | |
dc.date.accessioned | 2024-12-19T19:13:32Z | |
dc.date.available | 2024-12-19T19:13:32Z | |
dc.date.issued | 2024-12-12 | |
dc.description | This 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.abstract | The 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.sponsorship | This 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.issn | 2832-5516 | |
dc.identifier.uri | 10.1145/3696800 | |
dc.identifier.uri | https://hdl.handle.net/10012/21281 | |
dc.language.iso | en | |
dc.publisher | Association for Computing Machinery New York, NY, United States | |
dc.relation.uri | https://osf.io/vg8s5/ | |
dc.title | Rolling in Fun, Paying the Price: A Thematic Analysis on Purchase and Play in Tabletop Games | |
dc.type | Article | |
dcterms.bibliographicCitation | Joseph 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.affiliation1 | Stratford School of Interaction Design and Business | |
uws.contributor.affiliation2 | Games Institute | |
uws.peerReviewStatus | Reviewed | |
uws.scholarLevel | Graduate | |
uws.typeOfResource | Text | en |
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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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