Acknowledgment: (College/University Name) Titled "Video Games Vs Board Games
Acknowledgment: (College/University Name) Titled "Video Games Vs Board Games
I would like to extend my heartfelt gratitude to my project guide, [Professor's Name], for their
valuable guidance, continuous support, and insightful feedback throughout the project
duration. Their encouragement and expert advice helped me remain focused and motivated.
I am thankful to all the faculty members of the Department of Commerce for their support and
for providing me with access to various resources that greatly enriched this study.
Special thanks to my classmates, friends, and family members who participated in surveys
and discussions, providing invaluable information and perspectives necessary for the
completion of this project.
Lastly, I am immensely grateful to my parents and well-wishers for their unwavering support,
encouragement, and belief in my capabilities throughout my academic journey.
This project has not only enhanced my research and analytical skills but also deepened my
understanding of changing consumer patterns and strategic industry movements in the field
of recreational gaming.
This is to certify that [Your Full Name], a final-year student of Bachelor of Commerce
(B.Com) at [Your College Name], has successfully completed the Mini Project Report titled:
under the guidance of [Project Guide Name] during the academic session [Year].
The project report submitted is a record of the original work carried out by the student and has
not been submitted to any other institution or university for the award of any degree or diploma.
[Guide's Name]
(Project Guide)
Signature: ___________
[HOD's Name]
(Head of Department)
Signature: ___________
Date: ___________
Place: ___________
ABSTRACT
In today’s fast-moving world where technology influences almost every aspect of our lives, the
way people spend their free time and enjoy games has changed drastically. This study
explores how traditional board games and modern video games differ, and what this means
for today’s gamers. As entertainment options continue to evolve, it's important to understand
how people’s preferences, habits, and expectations around gaming are shifting.
The research looks closely at both types of games—board games that people physically
gather around to play, and video games that are often played on computers, consoles, or
phones. The main aim is to compare these two popular forms of entertainment across different
aspects like how easy they are to access, how much they help people connect with others,
how they engage our minds, how much they cost, and how much technology plays a role in
each.
To get a well-rounded understanding, the study used both primary and secondary research
methods. Secondary data was collected from books, academic articles, online reports, and
existing studies on gaming. This helped give a background on how games have developed
over the years. On the other hand, primary data was gathered through surveys and structured
interviews with people from various age groups and backgrounds. This gave real insights into
what people actually think about video and board games in their everyday lives.
One key finding is that while video games are more popular today, especially among younger
people, board games are still loved for their nostalgic charm and the way they bring people
together in person. Video games offer exciting graphics, faster-paced action, and new features
like virtual reality and online play. These attract players looking for immersive experiences.
However, they can also lead to issues like screen addiction, health problems, and social
isolation if not used in moderation.
On the other hand, board games may feel slower or outdated to some, but they have a unique
appeal. They encourage face-to-face interaction, build patience, and often serve educational
purposes—especially for families and children. Many people enjoy the physical feel of
handling cards or game pieces, and the shared joy of playing together in one room. However,
board games can be expensive to produce and aren’t always easy to play if friends or family
members are far away.
Interestingly, the research uncovered a growing interest in what’s being called "phygital"
gaming—a combination of physical and digital elements. For example, some board games
now have apps or digital versions that allow people to play online, while some video games
are designed to feel more like real-world experiences. Survey responses showed that many
people like this blend because it gives them the best of both worlds—high-tech excitement
with the emotional connection of physical play.
The study also highlighted a few key challenges faced by both types of games. For board
games, the biggest problems include attracting younger players, high production costs, and
difficulty in keeping up with technology. For video games, concerns include rising costs of
devices and in-game purchases, health risks from excessive screen time, and the loss of real-
life social bonding. Consumers also face problems like too many choices, low-quality content,
privacy issues, and difficulty finding games that truly suit their needs.
From a business point of view, the gaming market is highly competitive. Developers must
balance affordable prices with profit, while also trying to satisfy players from different cultures,
age groups, and backgrounds. The sheer number of games available can be overwhelming,
and the fight to stand out is tough, especially for smaller or newer companies.
In conclusion, this research offers important insights for game developers, marketers,
educators, and anyone interested in how people play and interact with games today. It shows
that neither video games nor board games are better in all ways—they simply offer different
experiences. The real opportunity lies in blending both formats creatively to match today’s
evolving lifestyles and values. As consumer behavior continues to change, especially with the
rise of digital tools, the gaming industry must find new ways to keep players engaged, healthy,
and socially connected.
This study encourages developers to think beyond just fun and profits. Games have the power
to shape how people think, learn, and relate to each other. As we move into the future,
combining the heart of traditional board games with the excitement of digital gaming could
lead to more balanced, enriching, and inclusive gaming experiences for all.
Introduction
Background
Games have always been an important part of human life. They help people relax, have fun,
connect with others, and even think more clearly and
strategically. Long ago, people used to play games like
Senet in Egypt and Go in China. Over time, board
games such as Chess, Monopoly, and Scrabble
became popular in many households. These games
are usually played face-to-face with family or friends,
encouraging social bonding, teamwork, and smart
thinking. For many years, board games were not just a way to pass time, but also a great tool
for learning and developing useful skills.
However, things started to change in the late 1900s and early 2000s. With the rise of
technology, video games became more and more common. Devices like PlayStation, Xbox,
PCs, and smartphones made it possible for people to play highly interactive and exciting
games with amazing graphics, stories, music, and online multiplayer options. Unlike traditional
games, video games allow people to play with others around the world. Today, the video game
industry is worth billions of dollars and is popular among people of all ages and from different
countries.
Because both board games and video games are so popular, many people often wonder:
What are the effects of each game on our mind, behaviour, and
money?
Is one type of game better or more useful than the other in our
busy, tech-filled lives?
Knowing why people prefer certain types of games is useful for many different groups, such
as:
Teachers and educators who can use games to teach important skills,
Psychologists and researchers who study how games affect our emotions and mental
health,
And even parents and marketers who want to understand gaming behavior better.
In today’s world, where both mental health and digital knowledge are important, learning how
board games and video games impact people can help us understand:
How they shape our ways of talking and connecting with others,
And policymakers make better decisions about games and their effects.
Especially after the COVID-19 pandemic, where both online and offline interactions matter, it's
useful to have a clear understanding of both game types.
This project focuses mostly on people living in urban and semi-urban areas of India, but the
findings could be helpful in similar settings in other places too.
Comparison Parameters
To understand the differences between video games and board games better, we will look at
a few key aspects side by side:
Cognitive Improves fast thinking and quick Encourages thoughtful planning and
Engagement decisions logic
Often trendy and based on current Usually timeless and passed down
Cultural Value
pop culture through generations
These points help us understand which format fits better with different lifestyles and needs.
Recently, a new type of gaming called hybrid or “phygital” gaming has become popular. This
type of gaming mixes digital and physical play, bringing the best of both board games and
video games together.
Augmented Reality (AR) board games where you use a phone or headset to see digital
effects on a real board.
Mobile versions of board games like Ludo, Monopoly, and Scrabble, which can now be
played easily on a phone.
Fitness-based games like Nintendo’s Ring Fit Adventure, which use movement and
exercise as part of the game.
These new forms show that board games and video games don’t have to compete—they can
work together to create fun, interactive experiences. This also opens up chances for new
learning methods, teamwork from a distance, and games that include more people of different
needs.
This table shows that video games make more money overall, but board games are also
growing steadily every year. This means that both types of games are important and continue
to attract players.
LITERATURE REVIEW
Introduction
The ongoing debate between video games and board games reflects deeper insights into
consumer behavior, technological advancement, and evolving forms of social interaction. This
literature review synthesizes previous academic studies, industry reports, and relevant
theoretical frameworks that explore the historical, cognitive, behavioral, and market-based
dimensions of both gaming forms.
Board games trace their origins back more than 5,000 years. Ancient civilizations, such as the
Egyptians with Senet and the Chinese with Go, utilized structured games not only for
recreation but for philosophical and educational purposes.
According to Parlett (1999), board games historically embodied values of strategic planning,
patience, and interpersonal communication. During the 20th century, popular titles like
Monopoly, Scrabble, and Clue played key roles in family entertainment and were strongly
associated with bonding and critical thinking.
Woods (2012) and subsequent studies emphasize that modern board games—such as Catan,
Ticket to Ride, and Pandemic—are increasingly designed to nurture cooperation, negotiation,
and team problem-solving, which are essential life skills in both academic and professional
domains.
The video game revolution began in the early 1970s, with arcade titles like Pong and Space
Invaders. The subsequent rise of home gaming consoles in the 1980s and 1990s—led by
Nintendo, Sega, Sony, and Microsoft—transformed video games into a multi-billion-dollar
global industry.
By 2025, the video game sector is projected to exceed USD 274 billion (Statista, 2025). Recent
literature (Anderson & Bushman, 2001; Granic et al., 2014) documents a wide range of
cognitive benefits associated with video games, such as enhanced visual processing,
decision-making speed, and multitasking capabilities.
Narrative-rich games like The Witcher, Elden Ring, and Final Fantasy challenge players with
moral choices, abstract puzzles, and immersive storytelling—comparable to reading literature
or solving complex board games.
Ages 15–30: Highly engaged with video games, driven by esports, online multiplayer,
and mobile gaming.
Ages 30–45: Increasing participation in board game cafés, family nights, and
cooperative tabletop experiences.
Hybrid Gamers: A fast-growing segment that engages in both formats based on social
context—digital for solo/online play and physical for gatherings.
Below is a comparative summary of the psychological and social benefits derived from each
gaming type:
Emotional
Nostalgia, bonding, mindfulness Excitement, immersion, escapism
Benefits
Granic et al. (2014) emphasize that video games offer cognitive stimulation and motivation
through rewards and competition, while board games enhance social cohesion and turn-taking
behavior.
Emerging studies (Kaur & Patel, 2025) show that hybrid board games with app integration
increase cognitive engagement and improve memory retention in players aged 40+.
Market Trends
Board Games 20% growth post-COVID, resurgence in physical game nights and cafes
Hybrid
$2.5 billion market—games like Chronicles of Crime blending AR + board play
Games
According to IBISWorld (2025) and Deloitte Gaming Outlook (2024), hybrid experiences are
defining the next evolution of entertainment. Games such as Gloomhaven: Digital Edition and
Catan Universe blur the lines between physical and virtual play.
Gaps in Existing Research
Although extensive work exists on the cognitive and behavioral impacts of digital gaming,
several research areas remain underexplored:
This project aims to fill these gaps by collecting real-time data via targeted surveys and
interviews, with comparative analysis rooted in both qualitative and quantitative
methodologies.
PROBLEM IDENTIFICATION
Introduction
The gaming industry, encompassing both traditional board games and modern video games,
has undergone significant transformations in recent years. While technological advancements
have propelled video games to new heights, they have also introduced challenges for both
formats. This section delves into the key issues faced by the gaming industry, consumers, and
educational institutions in the evolving landscape of 2025.
Manufacturing physical board games involves substantial costs related to materials, labor, and
logistics. Recent geopolitical developments, such as increased tariffs on imports, have
exacerbated these expenses. For instance, new tariffs imposed on Chinese imports have
significantly impacted board game publishers relying on overseas manufacturing, leading to
increased retail prices and reduced profit margins. 3 Limited Innovation and Digital Integration
While some board games have embraced digital enhancements, many traditional games
struggle to integrate modern technology without compromising their core experience. The lack
of innovation can make it challenging to attract new players accustomed to digital interactivity.
Board games typically require physical presence, limiting their accessibility for players
separated by distance. This geographical constraint can hinder the growth of board gaming
communities and reduce opportunities for social interaction in an increasingly connected
world.
Challenges Facing Video Games
The immersive nature of video games can lead to excessive playtime, contributing to health
issues such as sedentary lifestyles, sleep disturbances, and mental health problems. Studies
indicate that approximately 3-4% of gamers worldwide exhibit signs of addiction, with higher
rates observed among adolescents and young adults
2 Financial Barriers
High costs associated with gaming hardware, software, and in-game purchases can create
financial barriers for consumers. The continuous release of new consoles and the prevalence
of microtransactions in games can strain budgets, particularly for younger players.
While online multiplayer games offer opportunities for virtual interaction, they may not fully
substitute for face-to-face socialization. Excessive gaming can lead to social withdrawal and
a decrease in real-world interpersonal relationships.
Video games rely heavily on stable internet connections and functional hardware. Technical
issues such as server downtimes, hardware malfunctions, or software bugs can disrupt the
gaming experience and lead to consumer frustration .
Consumer Challenges
1 Overabundance of Choices
The vast array of available games can overwhelm consumers, making it difficult to select
quality content. This overchoice can lead to decision fatigue and decreased satisfaction with
gaming experiences)
The digital marketplace is inundated with games of varying quality, including some with
inappropriate or harmful content. Ensuring quality and safety in gaming content remains a
significant challenge for regulators and platforms.
3 Privacy and Data Security Concerns
Online gaming platforms often collect personal data, raising concerns about privacy and data
security. Breaches or misuse of data can erode consumer trust and deter engagement with
digital gaming services.
Market Challenges
The gaming industry faces intense competition, with numerous developers and publishers
vying for consumer attention. This saturation can make it difficult for new or independent
games to gain visibility and market share.
Frequent discounts and the prevalence of free-to-play models can devalue games in the eyes
of consumers. This pricing pressure challenges developers to balance profitability with
consumer expectations for affordable content.
Diverse preferences across different demographics and regions complicate the development
and marketing of games. Catering to a fragmented audience requires significant resources
and strategic planning.
4.6 Conclusion
Introduction
The study adopts both primary and secondary research methods, offering a
comprehensive approach to understanding the current gaming trends. The combination of
qualitative and quantitative techniques ensures a balanced analysis of both statistical data
and emotional engagement. The focus is on identifying patterns in gaming behavior, perceived
benefits and drawbacks, and the social and emotional implications of both traditional and
digital forms of gaming.
Research Design
The goal of this design is to gather both numerical data (through surveys) and in-depth
opinions (through interviews) that collectively shed light on:
Gaming frequency and purpose (entertainment, social bonding, stress relief, etc.).
The study integrates both primary and secondary data collection methods to ensure depth,
accuracy, and validation through multiple data sources.
Primary data refers to the original data collected directly from the participants for the first time,
specifically for this study. It offers real-time insights into participants’ attitudes and behaviors.
Secondary data was sourced from credible existing research, which helped validate the
findings and provide a broader context.
Sources include:
Peer-reviewed academic journals from databases like JSTOR and Google Scholar.
Industry reports such as Statista 2024, IBISWorld Gaming Industry Reports (2023–
2025), and ESA (Entertainment Software Association) Reports.
Health and psychological studies from APA (American Psychological Association) and
WHO (World Health Organization).
News articles, case studies, and whitepapers from reputed media and gaming
analytics platforms.
Sampling
1 Population
The target population comprises individuals between the ages of 18 to 30, primarily including:
2 Sampling Technique
Due to practical limitations such as time, resources, and accessibility, the study employs a
convenience sampling technique. This non-probability sampling method involves selecting
participants who are readily available and willing to respond. While it may not represent the
entire population, it allows for meaningful data collection within the scope of a mini project.
3 Sample Size
The sample size is considered appropriate for a mini project, enabling sufficient diversity in
responses to analyze trends while maintaining manageability for in-depth interpretation.
Research Instruments
Survey Questionnaire
Interview Guide
Tools of Analysis
To interpret the collected data effectively, multiple analytical tools were employed:
Descriptive Statistics: Data from surveys was analyzed using measures such as
percentages, frequency counts, mean values, and mode to understand the distribution
of responses.
Research Limitations
Limited Sample Size: The relatively small sample size restricts the generalizability of the
results to a broader population.
Participant Bias: Social desirability bias may have influenced how participants responded,
especially in interviews where they might have portrayed themselves more favorably.
Time Constraints: The research had to be completed within a short time frame, limiting the
ability to conduct longitudinal studies or compare seasonal patterns in gaming behavior.
Resource Constraints: Due to limited access to advanced tools or statistical software, the
analysis had to be conducted using basic statistical tools and manual coding for qualitative
data.
Ethical Considerations
Informed Consent: Every participant was clearly informed about the purpose of the
study and their rights before participation.
Voluntary Participation: Participation was entirely voluntary, with the option to withdraw
at any point without penalty.
Non-Maleficence: Care was taken to ensure that the study posed no harm or
discomfort to participants during or after the data collection process.
SURVEY QUESTIONNAIRE
1. How often do you play video games in a typical week?
Never
Daily
Never
Once a month
Weekly
Board Games
Video Games
Both Equally
Neither
Cost
Availability of players
Convenience (online/offline)
Entertainment value
Social interaction
Graphics/visual appeal
Nostalgia
7. Do you feel more socially connected while playing board games or video games?
Why?
Yes/No
9. Which device or platform do you most often use for gaming?
Mobile Phone
PC/Laptop
Gaming Console (PlayStation, Xbox, etc.)
Board Game Table (Physical)
Others (please specify)
10. In your opinion, what is the biggest drawback of your preferred type of game?
DATA INTERPRETATION
6.1 Introduction
This section presents the results collected through surveys and interviews, interpreted
using basic statistical tools and visualized through graphs and tables.
Male 52%
Female 48%
Percentage (%)
70%
60%
50%
40%
30%
20%
10%
0%
Male Female Age 18-22 Age 23-30
Percentage (%)
6.3 Preferred Gaming Medium
Percentage (%)
80%
70%
60%
50%
40%
30%
20%
10%
0%
Video Games Board Games
Percentage (%)
Interpretation:
Video games are clearly the dominant choice among young adults, indicating strong
digital preferences.
Daily 40%
Rarely 10%
Percentage (%)
45%
40%
35%
30%
25%
20%
15%
10%
5%
0%
Daily 2–3 times a week Once a week Rarely
Percentage (%)
Most video gamers engage daily or several times a week, while board game sessions
are occasional.
Interpretation:
Board games promote stronger real-world social engagement compared to online
gaming.
Interestingly, emotional satisfaction scores are slightly higher for board games, despite
video games being more popular.
Very Satisfied (%)
61%
60%
59%
58%
57%
56%
55%
54%
53%
52%
Board Games Video Games
Popularity (%)
80%
70%
60%
50%
40%
30%
20%
10%
0%
Video Games Board Games
Popularity (%)
FINDINGS
Introduction
Findings are derived from the collected data (both primary and secondary sources)
and help in answering the research objectives clearly and concisely.
This section summarizes the core observations in an organized manner.
Core Findings
1. Gaming Preference
68% of the surveyed participants prefer video games over board games.
32% still prefer board games, mainly during social or family gatherings.
Interpretation:
Video games have a major popularity advantage among young adults.
Video games offer speed, graphics, excitement, and online multiplayer options.
Interpretation:
Players look for either instant excitement (video games) or emotional bonding (board
games).
3. Frequency of Gaming
4. Emotional Connection
Interpretation:
Despite lower usage, board games leave a stronger emotional impression.
5. Social Interaction
Interpretation:
Physical presence during board games enhances real-world social bonding.
6. Technological Trends
Hybrid models (apps based on board games, digital remakes) are gaining in
popularity.
Interpretation:
Technology is not replacing board games but transforming their format.
Comparison Table
Summary
Future growth is likely in hybrid gaming models combining the best of both worlds.
POSSIBLE SOLUTIONS
Introduction
Based on the results from both surveys and research, we can suggest a few smart
ideas to improve how people enjoy both video games and board games. These
solutions are designed to make games more fun, more meaningful, and better for
building social connections.
Innovative Solutions
Board Game Apps: Turn classic board games into mobile apps, while also keeping
the physical versions for people who enjoy playing in person.
AR/VR Board Games: Use Augmented Reality (AR) or Virtual Reality (VR) to
make board games look and feel more real and exciting.
Why it helps: It makes traditional games more fun for today’s tech-savvy generation.
Game Tournaments: Host fun competitions that include both board games and
video games.
Gaming Clubs in Colleges: Start gaming clubs where students can meet and
enjoy both types of games together.
Why it helps: It brings people together and builds real-life friendships and teamwork.
Educational Video Games: Create games that help players learn useful life skills
like decision-making and teamwork.
Skill-Based Board Games: Change some board games to help teach soft skills
like leadership, money management, and communication—especially useful for
commerce students.
Game Rentals: Open spaces or cafés where people can play board and video
games for a small fee per hour.
Why it helps: Gives more people a chance to enjoy games without spending too
much.
Retro Game Promotions: Bring back classic games like Ludo or Monopoly with a
modern twist to attract younger people.
Why it helps: Builds interest in traditional games among the new generation.
Partnerships with Colleges: Game companies can work with schools or colleges
to include games in extracurricular activities.
Tech + Board Game Makers: AR/VR tech companies can team up with traditional
game makers to modernize their games.
Why it helps: Encourages creativity and new ideas in the gaming world.
Why it helps: Makes gaming good for your mind, not just for fun.
Screen Time Apps: Use apps that help track gaming time and suggest physical
activities after too much screen use.
Board Game Breaks: Encourage players to switch to board games during long
digital gaming sessions.
Why it helps: Keeps a healthy balance between digital and offline life.
Future Vision
In the coming years, the line between physical and digital games will disappear. Games
will become more blended and connected, offering real-life experiences with the fun of
technology.
Board games will become “smart,” and video games will become more personal and
social.
CONCLUSION
This study comparing video games and board games gives us a clear picture of how
gaming is changing.
Video games are very popular among young people because of their exciting graphics,
fun content, and connection to social media. But board games still have a special place
because they bring people together in person, encourage smart thinking, and remind
us of childhood memories.
The survey shows that while video games are played more often and feel more thrilling,
board games actually make people feel more emotionally satisfied and socially
connected.
We also see that a mix of both is becoming popular — like board games using AR
(Augmented Reality) and video games being used for learning and personal growth.
The solutions we suggested — like combining both types of games, holding community
events, making games more affordable, and using games for stress relief — can help
make gaming better for everyone.
Also, finding a balance between screen time and physical play opens the door for
schools, businesses, and health experts to work together in creative ways.
Books
1. Rules of Play: Game Design Fundamentals – Katie Salen & Eric Zimmerman
Journals
1. Games and Culture – Journal covering game sociology and digital culture
2. Journal of Youth and Adolescence – Research on youth behavior and media usage
4. Journal of Personality and Social Psychology -by Anderson, C. A., & Dill, K. E. (2000)
Magazines
Websites