Rolling in Fun, Paying the Price: A Thematic Analysis on Purchase and Play in Tabletop Games

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.

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Publication Details

Journal
Games Research and Practice
Published
2024-10-17
DOI
https://doi.org/10.1145/3700628
Citations
2
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
2.26
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article

Rolling in Fun, Paying the Price: A Thematic Analysis on Purchase and Play in Tabletop Games

Joseph Tu, Lennart E. Nacke, Stuart Hallifax, D. Wang et al.
2 citations
Games Research and Practice
Digital Games and Media
2.26
article

Rolling in Fun, Paying the Price: A Thematic Analysis on Purchase and Play in Tabletop Games

Joseph Tu, Lennart E. Nacke, Stuart Hallifax, D. Wang, Katja Rogers, Ally Suarez, Lydia Choong, Arnold Dian Jr. Abistado
article en
2 citations

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.

Games Research and PracticeVol. 3(1)
University of Waterloo (CA)
Openalex Percentile: Top 10%
Digital Games and Media
2.26
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