References
- Adams, E. (2014). Fundamentals of Game Design. New Riders. https://books.google.pt/books?id=L6pKAgAAQBAJ
- Adams, E., & Dormans, J. (2012). Game Mechanics: Advanced Game Design. New Riders. https://books.google.pt/books?id=_Azio0txIdAC
- Arnaudo, M. (2018). Storytelling in the Modern Board Game: Narrative Trends from the Late 1960s to Today. McFarland.
- Barney, C. (2020). Pattern language for game design. CRC Press.
- Booth, P. (2015). Game play: paratextuality in contemporary board games. Bloomsbury Publishing USA.
- Booth, P. (2021). Board Games as Media. Bloomsbury Publishing USA.
- Browne, C. (2021). Everything’s a Ludeme Well, Almost Everything. XXIII BOARD GAME STUDIES COLLOQUIUM-The Evolutions of Board Games.
- Browne, C., Soemers, D., Piette, E., Stephenson, M., & Crist, W. (2020). Ludii language reference. Maastricht University.
- Caillois, R., & Halperin, E. P. (1955). The structure and classification of games. Diogenes, 3(12), 62–75.
- Castells, M. (2011). The rise of the network society (Vol. 12). John wiley \& sons.
- Childres, I. (2017). Gloomhaven. Cephalofair Games.
- Childres, I. (2022). Frosthaven. Cephalofair Games.
- Costikyan, G. (2013). Uncertainty in Games. MIT Press. https://books.google.pt/books?id=5fVuf0pRK6sC
- Cramer, F. (2015). What is ‘Post-digital’? In Postdigital aesthetics (pp. 12–26). Palgrave Macmillan. https://doi.org/10.1057/9781137437204_2
- Donovan, T. (2017). It’s all a game: The history of board games from Monopoly to Settlers of Catan. Macmillan.
- Elias, G. S., Garfield, R., & Gutschera, K. R. (2012). Characteristics of games. MIT Press.
- Engelstein, G, & Shalev, I. (2019). Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms. CRC Press LLC. https://doi.org/10.1201/9780429430701
- Engelstein, Geoffrey. (2018). GameTek Classic 183 - Input Output Randomness. Ludology. https://ludology.libsyn.com/gametek-classic-183-input-output-randomness
- Engelstein, Geoffrey. (2020). Game Production: Prototyping and Producing Your Board Game. CRC Press.
- Fullerton, T. (2014). Game Design Workshop: A Playcentric Approach to Creating Innovative Games (4th Editio). AK Peters/CRC Press. https://doi.org/10.1201/b16671
- Gupta, A., & Matthews, J. (2005). Twilight Struggle. GMT Games.
- Hodent, C. (2017). The gamer’s brain: How neuroscience and UX can impact video game design. Crc Press.
- Huizinga, J. (2014). Homo ludens ils 86. Routledge.
- Hunicke, R., Leblanc, M., & Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. AAAI Workshop - Technical Report, 1, 1722–1726.
- Juul, J. (2013). The art of failure: An essay on the pain of playing video games. MIT press.
- Kenny, A. (2008). Wittgenstein. John Wiley \& Sons.
- Knizia, R. (1997). Tigris & Euphrates. Hans im Glück.
- Konieczny, P. (2019). Golden age of tabletop gaming: Creation of the social capital and rise of third spaces for tabletop gaming in the 21st Century. Polish Sociological Review, 2019(2), 199–215. https://doi.org/10.26412/psr206.05
- Kosa, M., & Spronck, P. (2019). Towards a Tabletop Gaming Motivations Inventory (TGMI). International Conference on Videogame Sciences and Arts, 59–71.
- Kritz, J., Mangeli, E., & Xexéo, G. (2017). Building an Ontology of Boardgame Mechanics based on the BoardGameGeek Database and the MDA Framework. XVI Brazilian Symposium on Computer Games and Digital Entertainment, 182–191.
- Matalucci, S. (2021). Coronavirus: Rapid growth of board games market faces pandemic hurdles. Deutsche Welle. https://www.dw.com/en/coronavirus-rapid-growth-of-board-games-market-faces-pandemic-hurdles/a-56370700
- Nichol, S., & Blashki, K. (2006). The realm of the game geek: supporting creativity in an online community. IADIS 2006: Proceedings of the IADIS International Conference Web Based Communities 2006, 247–252.
- OzLefty. (2019). BGG Number Ones history - Definitive (ongoing) list with dates. Board Game Geek. https://boardgamegeek.com/geeklist/256388/bgg-number-ones-history-definitive-ongoing-list-da
- Parlett, D. (2016). What’sa ludeme? Game \& Puzzle Design, 2(2), 81–84.
- Parlett, D. (2018). Parlett’s History of Board Games. Echo Point Books & Media, LLC.
- Raicer, T. (1999). Paths of Glory. GMT Games.
- Rob Daviau, M. L. (2015). Pandemic Legacy: Season 1. Z-Man Games.
- Rogerson, M. J., Gibbs, M., & Smith, W. (2016). “I Love All the Bits”: The Materiality of Boardgames. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 3956–3969. https://doi.org/10.1145/2858036.2858433
- Rosenberg, U. (2007). Agricola. Lookout Games.
- Salen, K., & Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. MIT Press. https://books.google.pt/books?id=UM-xyczrZuQC
- Samarasinghe, D., Barlow, M., Lakshika, E., Lynar, T., Moustafa, N., Townsend, T., & Turnbull, B. (2021). A Data Driven Review of Board Game Design and Interactions of their Mechanics. IEEE Access, 1. https://doi.org/10.1109/ACCESS.2021.3103198
- Schell, J. (2008). The Art of Game Design: A book of lenses. CRC press.
- Selinker, M., Ernest, J., Garfield, R., & Jackson, S. (2011). The Kobold guide to board game design.
- Seyfarth, A. (2002). Puerto Rico. alea, Ravensburger.
- Siwek, S. E. (2007). Video games in the 21st century. Entertainment Software Association, 36(1), 5–34.
- Sousa, M, & Silva, M. (2021). Solitaire paper automation: When solitaire modern board game modes approach artificial intelligence. 22nd International Conference on Intelligent Games and Simulation, GAME-ON 2021, 35–42. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85119606699&partnerID=40&md5=e95b42fdef777b7ecabc3e3342463473
- Sousa, Micael, & Bernardo, E. (2019). Back in the Game: modern board games. In N. Zagalo, A. I. Veloso, L. Costa, & Ó. Mealha (Eds.), Videogame Sciences and Arts (pp. 72–85). Springer International Publishing. https://doi.org/10.1007/978-3-030-37983-4_6
- Sousa, Micael, Oliveira, A. P., Cardoso, P., Zagalo, N., & Vairinhos, M. (2021). Defining the Mechanisms for Engagement Design Protocol Towards the Development of Analogue and Hybrid Serious Games: Learning from FlavourGame. Joint International Conference on Serious Games, 31–46.
- Sousa, Micael, Oliveira, P., & Zagalo, N. (2021). Mechanics or Mechanisms : defining differences in analog games to support game design. IEEE Conference on Games 2021.
- Stephenson, M., Piette, E., Soemers, D. J. N. J., & Browne, C. (2019). An overview of the ludii general game system. 2019 IEEE Conference on Games (CoG), 1–2.
- Suits, B. (2020). The grasshopper. University of Toronto Press.
- Sutton-Smith, B. (2009). The ambiguity of play. Harvard University Press.
- Woods, S. (2012). Eurogames: The Design, Culture and Play of Modern European Board Games. McFarland, Incorporated, Publishers.
- Zubek, R. (2020). Elements of Game Design. MIT Press.