Connect Four
Game
2 documents in the library are about Connect Four, from writers such as DiGRA. Each has a summary and key insights with the page they come from.
Connections
Each row is a game or company named alongside Connect Four, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Documents about Connect Four
On the Mathematics Hidden Behind Games
This paper by Yannick Rochat and Sophie Bémelmans, presented at DiGRA 2026, argues that mathematics is pervasive in game design yet rarely examined within game studies scholarship, which the authors frame as a "disciplinary divide" between mathematical research on games and humanities-oriented game studies.
- The paper argues mathematics is pervasive in game design yet rarely examined in game studies, which it frames as a "disciplinary divide" between mathematical research on games and humanities-oriented game studies.
- The authors call for video game researchers to treat mathematical concepts as tools for creation, not only for optimisation or analysis, and for research integrating mathematical models, design practice, and player experience.
- The historical overview traces mathematical play from ancient games of chance and territory-capture games through early modern recreational problems such as Euler's Seven Bridges of Königsberg and Kirkman's Schoolgirls problem, which contributed to graph theory and combinatorial design.
Subjective Experience of Rule-Based Immersion in Abstract Strategy Tabletop Games
This study examines rule-based immersion in abstract strategy tabletop games, a dimension of player experience that the authors argue has received far less attention than narrative and fictional-world immersion.
- Rule-based immersion in abstract strategy tabletop games has received far less attention than narrative and fictional-world immersion, and this study argues it deserves a dedicated framework.
- Thematic analysis of interviews with ten non-hobbyist participants aged 21 to 30 (recruited from one college in India) after four sessions of Connect Four and either Azul or Battleship identified the ludic elements, ludic events, and player attributes shaping immersion.
- The study describes ludic elements as interconnected: objectives drive strategy, strategy drives actions, and actions produce feedback.