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Gloomhaven

Game

4 documents in the library are about Gloomhaven, from writers such as ETC Press, ETC Press (Carnegie Mellon University) and Japanese Association for Role-Playing Game Studies (JARPS). Each has a summary and key insights with the page they come from.

Documents
4
newest 23 Nov 2025

Connections

Each row is a game or company named alongside Gloomhaven, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Gloomhaven

Cover of Campaign Board Games as a Steppingstone towards TRPGs: An Examination of a New Phenomenon
Whitepaper8 pages

Campaign Board Games as a Steppingstone towards TRPGs: An Examination of a New Phenomenon

Campaign board games have emerged as a significant niche within the tabletop gaming industry, characterized by long-form storytelling, character progression, and cooperative mechanics.

  • Campaign board games function as an accessible entry point for players intimidated by the improvisational and social demands of traditional tabletop role-playing games (TRPGs).
  • These games replace the human game master found in TRPGs with structured, simulated systems such as rule-based AI, branching narrative decks, and digital applications.
  • The genre commands a premium price point, with base sets typically retailing between $150 and $400 due to the inclusion of extensive physical components and high-quality miniatures.
Japanese Association for Role-Playing Game Studies (JARPS)Nov 2025
Cover of Computer Aided Content Generation: A Gloomhaven Case Study
Whitepaper10 pages

Computer Aided Content Generation: A Gloomhaven Case Study

Procedural content generation in tabletop gaming faces significant hurdles due to the rigid physical constraints of modular components and the necessity for balanced, solvable gameplay.

University of TwenteApr 2023
Cover of Generation Analog 2021
Report217 pages

Generation Analog 2021

"Generation Analog 2021" synthesizes proceedings from a 2021 online conference, exploring the evolving landscape of tabletop games, their intersection with digital platforms, and their societal implications, particularly concerning education and diversity.

  • The volume's central thesis is that analog tabletop gameplay cannot be separated from the digital platforms and social forces that shape it, a claim organized across fourteen essays in four sections.
  • Evidence for Game-Making Education, where students design games to learn subjects, is largely qualitative and instructor-reported, with only one controlled study (n=21, eighth-grade science) showing gains in intrinsic motivation.
  • Surveys and database analyses find persistent demographic imbalance in tabletop gaming, with women and BIPOC individuals underrepresented among players, designers, and cover art.
ETC Press (Carnegie Mellon University)Feb 2023
Cover of Well Played: Intergenerational Play
Whitepaper230 pages

Well Played: Intergenerational Play

Intergenerational play functions as a critical site for communication, emotional development, and relationship-building, moving beyond the mere consumption of rules to prioritize shared experience.

ETC PressSep 2019