Board games and learning: Why care in the digital age?
Chapter 1. Board games and learning: Why care in the digital age?
🧭 Overview
🧠 One-sentence thesis
Board games, experiencing a resurgence in the Western world, offer valuable learning opportunities—including computational thinking, strategic reasoning, and social interaction—that inform our understanding of learning in the digital age.
📌 Key points (3–5)
- The board game renaissance: In the Western world (U.S., U.K., Canada, Germany), board games are experiencing a revival in the digital age, driven by the need for in-person social interaction and the rise of strategic games like Settlers of Catan and Pandemic.
- Board games as learning spaces: Research shows that board gameplay involves complex cognitive activities—strategic thinking, computational thinking, collaboration, and literacy practices—that are relevant to 21st-century learning.
- Non-Western context: In Africa (e.g., Cameroon), board games like Songo, Oware, and Tsoro have been popular for centuries and involve high-level intellectual skills; the notion of "resurgence" does not apply universally.
- Common confusion: Board games are often studied as artifacts or design inspiration for digital games, not as learning environments in their own right; recent research shifts this focus to explore their educational potential.
- Why it matters for the digital age: Board games reveal that learning in the digital age is not only about digital tools but also about interaction, community, and environments that reduce isolation.
🎲 The board game resurgence in the Western world
🎲 What is driving the revival?
- Market growth: Global board game sales reached $9.6 billion in 2016; U.S. sales increased by 28% between 2016 and 2017.
- Social and cultural factors: The resurgence is attributed to the multiplication of board game channels on YouTube, the desire to socialize in person, and the need to interact away from screens.
- Livestreaming and community: Board gameplay is livestreamed on platforms like Twitch.tv; sites like BoardGameGeek and conventions like Gen Con create spaces for board gamers to interact and stay connected.
- German-style board games: Games like Settlers of Catan and Pandemic prioritize strategy, action, and resource optimization, appealing to modern players.
🌍 Context matters: Africa vs. the West
- No resurgence in Africa: In Africa (especially Cameroon), board games have been popular for centuries; the notion of "resurgence" is specific to the Western world.
- Digital age in Africa: Though Africa has embraced the digital age, board games have always been a part of cultural and social life in many communities.
- Example: Games like Songo, Oware, and Bao are ancient African board games requiring high intelligence and strategic thinking.
🤔 Don't confuse: resurgence vs. continuity
- The chapter emphasizes that "resurgence" applies to the Western world, where board games had declined and are now returning.
- In Africa, board games never declined; they have been continuously popular and integrated into cultural practices.
🧠 Board games as learning spaces
🧠 Why study board games for learning?
- Overlooked potential: Board games are mostly researched as artifacts or objects of art, not as spaces for learning.
- Traditional approach: Game studies have long viewed board games as sources for designing digital games, not as learning environments themselves.
- Shift in focus: Recent research explores board games as learning spaces to uncover their educational potential and the role of physicality in the gaming experience.
Learning in board gameplay: Participation in practices related to gameplay and interacting with others is learning, from a sociocultural perspective.
🧩 What learning happens in board games?
🧩 Warhammer 40,000 (W40K)
- Research and literacy practices: Players research narratives behind armies using external resources (books, fictional materials) before drafting their army.
- Strategic thinking: Players develop gameplay strategies based on their understanding of how the game will unfold.
- Decision-making: Drafting an army involves making informed choices about characters and units.
- Example: A player reads fictional books about the game's universe, then simulates their readings during gameplay, engaging in contextualized meaning-making.
🧩 Pandemic
- Computational thinking: Players engage in complex computational thinking activities distributed among participants.
- Collaboration: Players team up to fight diseases and keep the world safe, collaborating to understand their actions.
- Crosstalk and communication: Significant crosstalk during gameplay shows active engagement and shared problem-solving.
- Example: Players discuss strategies, share information, and coordinate actions to achieve a common goal.
🧩 African board games: Songo and Tsoro
- Songo (Cameroon): Played with 70 seeds/pebbles on a wooden board with two rows of seven holes; the player with 40 seeds wins.
- Complex calculations: Gameplay involves fast and complex calculations.
- Proverbs and language: Players use proverbs to demonstrate expertise, engaging in communication and language learning.
- Strategy: Players strategize to outwit the opponent.
- Tsoro (Southern Africa): Played with 64 seeds/pebbles on a board with four rows of 32 holes.
- Intellectual development: Players must think quickly and clearly to outwit the opponent, developing the aptitude to maneuver different situations in real life.
- Example: In Songo, counting seeds, strategizing, and exchanging proverbs are literacy practices relevant to the digital age (competitiveness, strategy, communication).
🔍 Don't confuse: board games vs. video games
- Board games involve moving pieces on a premarked physical board, unlike video games.
- Some board games (e.g., Mysterium, Songo, Oware) have been digitized, but the board game renaissance is driven by physical, in-person gameplay.
🌐 What board games tell us about learning in the digital age
🌐 Learning beyond digital tools
- Non-digital environments: Board games show that learning in the digital age can occur in non-digital environments.
- Skills associated with digital technology: Board games allow for learning skills like computational thinking, which are often associated with digital technology.
- Example: Pandemic involves computational thinking, yet it is a physical board game.
🌐 Interaction and community
- Social component: Players value the social aspect of board games, which allows in-person interaction and reduces isolation.
- Learning facilitation: Learning is facilitated in environments designed for interaction among learners and spaces that limit isolation.
- Example: A player states, "Having time away from our phones and computers where we can talk, play and enjoy time together is something board games let us do."
🌐 Don't confuse: rejecting digital tools vs. valuing interaction
- The resurgence of board games is not solely about staying away from digital tools.
- Livestreaming board gameplay on Twitch.tv shows that players are not rejecting digital technology; they value the social and interactive component of board games.
- The desire to interact and be in an environment that enhances togetherness is key.
🌐 Implications for learning design
- Personalized and contextualized learning: Board games involve contextualized meaning-making practices and literacy practices.
- Collaboration and communication: Board games create spaces for collaboration, communication, and shared problem-solving.
- Relevance to the digital age: Skills like strategic thinking, computational thinking, and collaboration are critical in the digital age and are practiced in board gameplay.
📊 Why this matters: learning in the 21st century
📊 Informing learning settings
- Design of learning environments: The social component of board games can inform the design of learning settings in the 21st century.
- Beyond digital tools: Limiting the rise of board games to the need for in-person interaction may prevent researchers, designers, and educators from understanding what this means for learning in the digital age.
- Insights into learners: The revival of board games gives insights into learning and learners today; it tells us about learning in the digital age.
📊 Call for further research
- Greater exploration needed: The rise of board games in the digital era calls for greater exploration of learning in these spaces and their potential to inform learning and the design of learning settings.
- Potential benefits: Just as digital games have drawn the interest of educational researchers, board games deserve similar attention.
| Aspect | What the excerpt says | Implication for learning |
|---|---|---|
| Skills practiced | Strategic thinking, computational thinking, collaboration, communication | These skills are relevant to 21st-century learning |
| Social component | In-person interaction, reduced isolation | Learning is facilitated in interactive, community-oriented environments |
| Non-digital learning | Board games are physical, yet involve complex cognitive activities | Learning in the digital age is not only about digital tools |
| Cultural context | Board games have been popular in Africa for centuries | Learning practices are culturally situated; "resurgence" is context-specific |