Short answer

Integrate accessibility considerations from the outset of the design process, not as an afterthought, to ensure broader user engagement.

Field
User-Centred Design
Source
The Computer Games Journal (2018)
Method
Content Analysis
Sample
116 board games
Evidence
Moderate effect

A systematic review of popular board games reveals common accessibility barriers that can be mitigated through thoughtful design. This user-centred design research insight is drawn from a 2018 study published in The Computer Games Journal. Using Content analysis with 116 board games, researchers explored how this design variable affects real-world outcomes. The key design takeaway: Integrate accessibility considerations from the outset of the design process, not as an afterthought, to ensure broader user engagement.

Study
User-Centred DesignHigh ImpactModerate effect

Board Game Accessibility: Identifying and Addressing Design Flaws for Inclusive Play

A systematic review of popular board games reveals common accessibility barriers that can be mitigated through thoughtful design.

The Computer Games Journal · 2018

01

Key Findings

  • 01Many popular board games contain inherent accessibility barriers.
  • 02These barriers span various aspects of game design, including physical components, rule clarity, and cognitive load.
  • 03Identifying these issues provides actionable insights for designers to create more inclusive products.
02

Application

Design takeaway

Integrate accessibility considerations from the outset of the design process, not as an afterthought, to ensure broader user engagement.

How to apply

When designing any product, consider users with varying physical, cognitive, and sensory abilities. Test prototypes with a diverse group to identify potential accessibility issues.

Project actions

  • 01When choosing a product to investigate, consider its potential for accessibility issues.
  • 02Document the specific features of a product that create barriers for certain user groups.
  • 03Propose design modifications that directly address these identified barriers.
03

Method & Evidence

AimWhat are the common accessibility issues in popular hobbyist board games, and what design lessons can be derived to improve inclusivity?
MethodContent Analysis
ProcedureThe research involved a systematic annotation and analysis of 116 board games, identifying specific accessibility challenges and their potential design implications.
Sample116 board games
ContextTabletop board game design

Variables

IVDesign features of board games (e.g., component size, rule complexity, visual design)
DVAccessibility issues encountered by users
CVType of board game, popularity of board game, user demographics (implicitly)
04

Strengths & Limitations

Strengths

  • +Addresses an under-researched area (tabletop game accessibility).
  • +Systematic approach to analyzing a significant number of games.

Limitations

The scope of your investigation might be limited by the availability of diverse users for testing or the complexity of the product's accessibility features.

Reliability & validity

The reliability of the findings could be enhanced by having multiple annotators assess the same games to check for inter-rater agreement. Validity is supported by the focus on popular games, suggesting real-world relevance.

Think critically

To what extent does the focus on 'popular' or 'critically successful' titles in this research represent the broader landscape of board game accessibility, and what might be missed by this selection criteria?

05

Design Principles

"Design for inclusivity by anticipating and mitigating potential barriers for diverse users."

Understanding user needs beyond the typical player base is crucial for expanding the reach and enjoyment of a product. By proactively addressing accessibility, designers can create more inclusive experiences that cater to a wider audience, fostering greater market penetration and user satisfaction.

06

What This Means for Your Design

This research looked at board games and found that some popular ones are hard for some people to play because of their design. It gives ideas on how to make games easier for everyone to enjoy.

How to use in your project

  • 1.Use this research to justify the importance of investigating accessibility in your chosen design project.
  • 2.Cite the findings to support your identification of user needs and potential design flaws.
07

Add to My Project

08

Quick Cite

Paragraph starter

This study highlights the critical need for user-centred design by examining accessibility in board games. The research identified common design flaws that hinder inclusivity, underscoring the importance of considering diverse user needs throughout the design process to create more universally usable products.

09

Source

The Computer Games Journal

Eighteen Months of Meeple Like Us: An Exploration into the State of Board Game Accessibility

journal · 2018

View source

Questions About This Research

What does the research say about board game accessibility: identifying and addressing design flaws for inclusive play?
Integrate accessibility considerations from the outset of the design process, not as an afterthought, to ensure broader user engagement. Evidence: The Computer Games Journal (2018).
Why does "Board Game Accessibility: Identifying and Addressing Design Flaws for Inclusive Play" matter for design?
Understanding user needs beyond the typical player base is crucial for expanding the reach and enjoyment of a product. By proactively addressing accessibility, designers can create more inclusive experiences that cater to a wider audience, fostering greater market penetration and user satisfaction.
How can designers apply this research?
Integrate accessibility considerations from the outset of the design process, not as an afterthought, to ensure broader user engagement.
What were the main findings?
Many popular board games contain inherent accessibility barriers.. These barriers span various aspects of game design, including physical components, rule clarity, and cognitive load.. Identifying these issues provides actionable insights for designers to create more inclusive products.
What research method was used?
Content Analysis with 116 board games.
How strong is the evidence?
Evidence strength is rated Moderate effect, based on a 2018 journal from The Computer Games Journal.
What should I do differently in my next project?
When designing any product, consider users with varying physical, cognitive, and sensory abilities. Test prototypes with a diverse group to identify potential accessibility issues.
What are the limitations?
The study focused on a subset of popular hobbyist games, and the vast number of board games means comprehensive coverage is not yet achieved. Subjectivity in annotation can also be a factor.