Domain Knowledge in Board Games
Book chapter, 2025

The third form of games we focus on extensively in this book is that of board games, and not just in terms of the familiar staples of Monopoly and Cluedo. There has been a modern renaissance of hobbyist board gaming, and many argue that we are living within – or have recently been living within – a genuine golden age of analogue play. This chapter talks about some of the history that has brought us to this stage, starting with the first games uncovered through archaeology through to more emergent folk games, and then on to the era of classic mainstream games. We keep on going all the way through to the rise of hobbyist, designer board games starting from the 1990s and extending to the present day. We conclude this chapter with a note on the social context of board gaming and how play may be one of the solutions available to address a global epidemic of loneliness.

Author

Michael Heron

University of Gothenburg

Chalmers, Computer Science and Engineering (Chalmers), Interaction Design and Software Engineering

Pauline Belford

University of Gothenburg

Chalmers, Computer Science and Engineering (Chalmers), Interaction Design and Software Engineering

Demystifying Game Studies

261-282

Subject Categories (SSIF 2025)

Social Anthropology

Cultural Studies

History

History of Science and Ideas

Studies of Specific Literatures

DOI

10.1201/9781003530282-14

More information

Latest update

2/19/2026