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DiGRA
The board game market reportedly exceeded $3 billion in 2016 and was projected to surpass $12 billion by 2023.
Kankainen and Paavilainen's "Hybrid Board Game Design Guidelines" (DiGRA 2019) sets out to provide 17 design guidelines for games that blend analog and digital components. The work is motivated by the rapid growth of the board game market, which reportedly exceeded $3 billion in 2016 and was projected to surpass $12 billion by 2023, and by a desire to offer guidance that serves both academic researchers and industry designers. The authors position the guidelines as starting points rather than fixed rules, emphasizing that designers must navigate trade-offs between technological features and the qualities that make tabletop play compelling.
The guidelines emerged from a two-year applied-science project that combined industry expert input, developer interviews, a player survey, and a series of analysis and design workshops. The framework evolved from an initial set of 10 guidelines to 13 and finally to 17, covering themes such as accessibility, automation, universality, obsolescence, customizability, sociability, shareability, tutorials, tangibility, parallel play, and integration. Each guideline is illustrated with examples from hybrid titles including Beasts of Balance, XCOM: The Board Game, Mansions of Madness: 2nd Edition, Pandemic Legacy, Ticket to Ride, and Alchemists. The survey underlying the work drew 311 respondents, a mix of board gamers and non-gamers, while the broader project incorporated a total of 329 respondents.
The central conclusions emphasize that digital layers should enhance rather than automate social play, and that technology should be introduced only when it adds clear value to the experience. The authors also observe that hybridity appears durable as a design approach, despite novelty-driven marketing, and they call for further research to refine and consolidate the guidelines. The scope of the work is primarily oriented toward the design of commercial hybrid board games, with the time frame reflecting the mid-to-late 2010s market.
Game Developers Conference · 2024