Board games as a tool for political education: Potential and limitations

The Game Studies subdiscipline still poorly examined the potential of board games in political education and their semantic and methodological limitations. The findings from the board game study can be extrapolated to digital gamification and business games but taking into account that each of these methods has its own characteristics. As examples, the concepts of Discussion à Visées Démocratique et Philosophique by the contemporary philosopher M. Tozzi and “philosophy for children” by M. Lipman are cited as tools for developing the education of a democratically oriented citizen. The game technologies are effective tools for political education of pupils and nurturing certain democratic values in them. However, the introduction of board games into the educational process is complicated by a number of limitations. Among the main problem areas are the following: simplification of the modelled processes for easy entry into the game; limitations related to game mechanics; complexity of creating game components and interface; assessment of the game’s effectiveness in the issue of political education. In order to effectively use the potential of gamification in political education, the author proposes to force the transition to the practical stage of formation of game methods in domestic education.

Authors

Institutions

Publication Details

Journal
RUDN Journal of Political Science
Published
2025-07-11
DOI
https://doi.org/10.22363/2313-1438-2025-27-2-261-271
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Board games as a tool for political education: Potential and limitations

Nikolay S. Skipin
RUDN Journal of Political Science
Educational Games and Gamification
article

Board games as a tool for political education: Potential and limitations

Nikolay S. Skipin
article en

Abstract

The Game Studies subdiscipline still poorly examined the potential of board games in political education and their semantic and methodological limitations. The findings from the board game study can be extrapolated to digital gamification and business games but taking into account that each of these methods has its own characteristics. As examples, the concepts of Discussion à Visées Démocratique et Philosophique by the contemporary philosopher M. Tozzi and “philosophy for children” by M. Lipman are cited as tools for developing the education of a democratically oriented citizen. The game technologies are effective tools for political education of pupils and nurturing certain democratic values in them. However, the introduction of board games into the educational process is complicated by a number of limitations. Among the main problem areas are the following: simplification of the modelled processes for easy entry into the game; limitations related to game mechanics; complexity of creating game components and interface; assessment of the game’s effectiveness in the issue of political education. In order to effectively use the potential of gamification in political education, the author proposes to force the transition to the practical stage of formation of game methods in domestic education.

RUDN Journal of Political ScienceVol. 27(2)
Russian Academy of Sciences (RU), Institute of Scientific Information on Social Sciences (RU)
Temple University
Openalex Percentile: Top 67%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.