A little over a year ago, we opened submissions for the first issue of Board Game Academics. It started with a simple idea—that board games offer a unique, rich tapestry for academic study. That there is something practical and tangible in how they are constructed that allows us to explore a range of topics in new and exciting ways. That we can foster deeper connections through tabletop gaming. That tabletop gaming experiences play a crucial role in society and that only through rigorous study can we begin to reveal what is possible fully: in the classroom, in research, and beyond. Tabletop games are more than just a pastime. They present a medium for exploring and promoting diversity, inclusivity, and understanding across different cultures and communities

Now, Issue I is here, and we’re beyond excited to share with you the work being done by these authors. From improving accessibility and equity for all gamers to assessing the use of tabletop games in the classroom to facilitate a more open and engaging learning environment for all, the authors featured in Issue I mine their first-hand experiences and academic research for practical applications that can benefit everyone.

Yes, we are excited to launch this first issue of Board Game Academics, but we’re also thrilled to embark on what we hope will be a multi-year journey of discovery, exploring the complex themes, pedagogies, and discussions that emerge out of multifaceted texts from board games to tabletop RPGs, escape rooms and beyond. We encourage researchers, practitioners, and instructors from all paths to join us on this journey and welcome you to contribute your insights and research on the intersection of tabletop gaming and academia.

The Editorial Board
Board Game Academics
March 1, 2024

Hand-made by Katia Howatson of Board Game Art Creations

‘Remember the Maine!:’ The Spanish–American War Invades the Parlor

Susan Asbury

Escape to Fun: A Usability Study of Virtual Escape Rooms for Neurodivergent Gamers

Courtney Tricarichi, David Jalajas

Finding My Meeple: How and Why Eight Teachers Use Analog Gaming to Engage and Motivate Students

Shawn Thorgensen

Life in Plastic: Warhammer 40,000 Miniatures, Closure, and the Secondary Worlds of Aesthetic Objects

Alexander Jacobi

After The Queen’s Gambit (2020): The Rise of chess.com and the Chess #MeToo Movement

Matthew Konerth

Gaming [the] Systems: Critical Analysis through Tabletop Roleplaying Games in Humanities Classrooms

Justin Cosner

Writer as Character: Creating “One-Pager” Tabletop Roleplaying Games in the First Year Composition Classroom

Stephanie Hedge

Abstracting the Battlefield: Designers on Evolving Mechanisms, Historical Accuracy, and Representation in Modern Wargames

Cody Carlson

The Rules We Break

Eric Zimmerman