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Acknowledgment: (College/University Name) Titled "Video Games Vs Board Games

The document presents a project titled 'Video Games vs Board Games: A Comparative Analysis,' exploring consumer behavior and preferences between traditional and digital gaming. It highlights the significance of both gaming formats, their cultural values, and the rise of hybrid gaming, while also addressing challenges faced by each type. The study aims to provide insights for developers, educators, and marketers on how to enhance gaming experiences and adapt to changing consumer patterns.

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0% found this document useful (0 votes)
23 views37 pages

Acknowledgment: (College/University Name) Titled "Video Games Vs Board Games

The document presents a project titled 'Video Games vs Board Games: A Comparative Analysis,' exploring consumer behavior and preferences between traditional and digital gaming. It highlights the significance of both gaming formats, their cultural values, and the rise of hybrid gaming, while also addressing challenges faced by each type. The study aims to provide insights for developers, educators, and marketers on how to enhance gaming experiences and adapt to changing consumer patterns.

Uploaded by

nitinvermap38
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Acknowledgment

I am deeply grateful to [College/University Name] for providing me with the opportunity to


conduct this project titled "Video Games vs Board Games: A Comparative Analysis."
This project has been a significant learning experience, allowing me to explore consumer
behaviour, market trends, and cultural preferences between traditional and digital gaming
formats.

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.

Thank you all.


CERTIFICATE

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:

"Video Games vs Board Games: A Comparative Analysis"

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:

 Which type of game do people enjoy more today?

 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?

This project tries to explore these questions by comparing board


games and video games based on how people use them, what
emotions they experience, how they affect social lives, and how popular they are in today’s
world.

Importance of the Study

Knowing why people prefer certain types of games is useful for many different groups, such
as:

 Game developers who want to make better games,

 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 games affect emotions and well-being,

 How they shape our ways of talking and connecting with others,

 How they help in learning new things,

 And how people spend money on games.

This study is important because it helps:

 Game makers improve the gaming experience,

 Educators pick the right games for learning,

 Parents choose the right games for their children,

 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.

Scope of the Study


This project focuses on people aged 15 to 45 years, including students, working professionals,
parents, and everyday players. It compares video games and board games from the point of
view of regular users—not professional gamers or those deeply involved in esports or coding.

The study mainly includes:

 How often and why people play games,

 Preferences depending on their age, income, or lifestyle,

 How easy or hard it is to access the games,

 How games affect emotions and thinking,

 And the role of culture and technology in shaping game choices.

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.

The study does not include:

 Professional esports tournaments,

 Game development or how games are made,

 Games used strictly for medical or therapy purposes.

Comparison Parameters

To understand the differences between video games and board games better, we will look at
a few key aspects side by side:

Aspect Video Games Board Games

Needs devices like mobiles, Needs only a board, rulebook, and


Accessibility
consoles, and internet some pieces

Online play with voice or text chat Played face-to-face, encouraging


Social Interaction
with others real human connection

Expensive gadgets and in-game Mostly one-time purchase; not many


Cost
purchases over time extra costs
Aspect Video Games Board Games

Cognitive Improves fast thinking and quick Encourages thoughtful planning and
Engagement decisions logic

Helps with coordination, reaction Builds communication, critical


Skill Development
time, and multitasking thinking, and teamwork

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.

Rise of Hybrid Gaming

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.

Some examples include:

 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.

Global Market Growth Comparison


Let’s look at how much money people are spending on these two types of games over the
years:

Year Board Games (USD Billion) Video Games (USD Billion)

2015 5.0 75.0

2017 6.2 90.0

2019 7.8 120.0

2021 9.5 180.0

2023 11.0 210.0

2024 18.5 189.3

2025 20.15 274.6

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.

Historical Context of Board Games

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.

Emergence and Growth of Video Games

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.

Consumer Behaviour Towards Gaming

Consumer engagement has evolved considerably post-pandemic. Reports from the


Entertainment Software Association (ESA, 2024) and Nielsen (2025) indicate a split in
preferences based on age, lifestyle, and technological exposure.

Key insights include:

 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.

According to Statista (2025), over 68% of global respondents in a cross-country survey


reported playing both board and video games within the past year, suggesting convergence
rather than competition.

Social and Cognitive Impacts

Below is a comparative summary of the psychological and social benefits derived from each
gaming type:

Aspect Board Games Video Games

Reflexes, memory, rapid decision-


Cognitive Skills Planning, patience, problem-solving
making
Aspect Board Games Video Games

Face-to-face interaction, teamwork, Online communication, global


Social Skills
empathy collaboration

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

Current Global Trends (2023–2025):

Market Key Trends

Board Games 20% growth post-COVID, resurgence in physical game nights and cafes

Expansion in mobile gaming, VR integration, live-stream monetization


Video Games
(Twitch)

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:

 Comparative longitudinal analysis of cognitive benefits between traditional and


digital formats.

 Impact of nostalgia and emotional memory in driving board game resurgences.

 Role of hybrid gaming in reshaping educational and therapeutic practices.

 Sociological impact of reduced face-to-face interaction in fully digital games.

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.

Challenges Facing Board Games

1 Declining Engagement Among Younger Audiences

Younger generations are increasingly gravitating towards digital entertainment, leading to a


decline in board game popularity among this demographic. The immersive and fast-paced
nature of video games often overshadows the slower, more deliberate gameplay of traditional
board games.

2 Rising Production and Distribution Costs

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.

4 Geographical and Social Constraints

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

1 Health and Addiction Concerns

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.

3 Social Isolation Despite Online Connectivity

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.

4 Dependence on Technology and Infrastructure

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)

2 Quality Assurance and Content Regulation

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

1 Market Saturation and Competition

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.

2 Pricing Pressures and Value Perception

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.

3 Fragmented Consumer Base

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

The gaming industry in 2025 is characterized by rapid technological advancements and


shifting consumer preferences, presenting both opportunities and challenges. Addressing the
issues outlined above requires collaborative efforts from developers, publishers, regulators,
and consumers to foster a sustainable and inclusive gaming ecosystem.
RESEARCH METHODOLOGY

Introduction

Research methodology is a structured framework that outlines how data is systematically


gathered, analyzed, and interpreted to meet the objectives of a given study. It provides a
foundation for drawing reliable, valid, and reproducible conclusions. In this project, the
research methodology has been designed to investigate and compare the behavioral patterns,
preferences, and social perceptions regarding video games and board games, particularly
among students and young adults in the age range of 18 to 30 years.

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

This research employs a descriptive research design, which is particularly effective in


presenting a factual, accurate, and detailed picture of a population’s attributes without altering
any variables. Descriptive studies are observational in nature and help in identifying patterns
and relationships between variables without influencing them.

The goal of this design is to gather both numerical data (through surveys) and in-depth
opinions (through interviews) that collectively shed light on:

 The preference between board games and video games.

 Gaming frequency and purpose (entertainment, social bonding, stress relief, etc.).

 Emotional and social experiences associated with gaming.

This design is non-experimental, meaning no interventions or treatments are introduced. It


focuses solely on collecting data and reporting observations as they naturally occur within the
population.
Data Collection Methods

The study integrates both primary and secondary data collection methods to ensure depth,
accuracy, and validation through multiple data sources.

1 Primary Data Collection

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.

Tools and Techniques Used:

 Structured Online Surveys: A well-structured Google Form was distributed digitally


among final-year students and working professionals aged 18–30. The survey included
a combination of closed-ended questions (e.g., multiple choice, Likert scales) and a
few open-ended questions to allow expression of personal views.

 In-Depth Semi-Structured Interviews: 10 participants were chosen for detailed one-


on-one interviews. These semi-structured interviews allowed a flexible yet focused
approach to uncover emotional triggers, peer influence, childhood gaming
experiences, and social bonding factors related to both game types.

 Observational Study: Informal, non-intrusive observation was conducted during


college fests and casual social gatherings to record natural gaming behavior. Attention
was paid to game selection, group dynamics, and emotional expressions during
gameplay.

2 Secondary Data Collection

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:

 Students from colleges in the NCR region.

 Young working professionals in entry-level jobs or internships. This age group is


particularly significant as they are active digital consumers while still being exposed to
traditional gameplay during their formative years .

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

 Survey Responses: 100 individuals

 Interview Participants: 10 individuals

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

A combination of quantitative and qualitative instruments were used to collect rich,


multidimensional data.

Survey Questionnaire

The Google Form survey consisted of:

 Closed-ended questions (e.g., multiple-choice, rating scales) to capture quantitative


data.

 Likert-scale questions to assess attitudes and preferences.

 Open-ended questions to allow elaboration on gaming experiences.

Interview Guide

A semi-structured interview framework was prepared, including:


 Probing questions about childhood gaming memories.

 Questions about emotional impact and group gaming dynamics.

 Exploration of how academic pressure or work stress influences gaming behavior.

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.

 Graphical Representation: Results were visually represented using:

o Bar charts to compare preferences and frequencies.

o Pie charts to show demographic breakdowns and categorical responses.

o Tables for cross-tabulated results.

 Qualitative Thematic Analysis: Interview data and open-ended survey responses


were thematically analyzed to identify recurring ideas, emotional patterns, and
significant insights. Responses were coded, grouped, and interpreted under themes
such as “Nostalgia,” “Convenience,” “Stress Relief,” and “Social Bonding.”

Research Limitations

Despite careful planning, this study is subject to a few 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

Ethical guidelines were strictly followed throughout the research process:

 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.

 Anonymity and Confidentiality: Personal details were anonymized, and responses


were kept confidential. Data was securely stored and used solely for academic
purposes.

 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

 1–2 times a week

 3–5 times a week

 Daily

 More than once per day

2. How often do you play board games in a typical month?

 Never

 Once a month

 2–3 times a month

 Weekly

 More than once per week

3. Which type of gaming do you prefer?

 Board Games

 Video Games

 Both Equally

 Neither

4. What factors influence your choice of game the most?

 Cost

 Availability of players

 Convenience (online/offline)

 Entertainment value

 Social interaction

 Graphics/visual appeal
 Nostalgia

5. On a scale of 1 to 5, how strongly do you agree with the following statement:

"Video games help me relax and reduce stress."


(Likert Scale: 1 – Strongly Disagree to 5 – Strongly Agree)

6. On a scale of 1 to 5, how strongly do you agree with the following statement:

"Board games promote better face-to-face bonding and communication."


(Likert Scale: 1 – Strongly Disagree to 5 – Strongly Agree)

7. Do you feel more socially connected while playing board games or video games?
Why?

8. Have you ever purchased or downloaded a game based on social media or


influencer recommendation?

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.

6.2 Survey Respondent Profile

Category Percentage (%)

Male 52%

Female 48%

Age 18-22 60%

Age 23-30 40%

Majority of participants were aged between 18 and 22 years.

Percentage (%)
70%

60%

50%

40%

30%

20%

10%

0%
Male Female Age 18-22 Age 23-30

Percentage (%)
6.3 Preferred Gaming Medium

Gaming Type Percentage (%)

Video Games 68%

Board Games 32%

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.

6.4 Frequency of Gaming

Frequency Percentage (%)

Daily 40%

2–3 times a week 35%

Once a week 15%


Frequency Percentage (%)

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.

6.5 Social Engagement

Medium Strongly Agree (%)

Board Games (In-person) 75%

Video Games (Online) 50%


Strongly Agree (%)
80%
70%
60%
50%
40%
30%
20%
10%
0%
Board Games (In- Video Games (Online)
person)

Strongly Agree (%)

Interpretation:
Board games promote stronger real-world social engagement compared to online
gaming.

6.6 Emotional Satisfaction

Game Type Very Satisfied (%)

Board Games 60%

Video Games 55%

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

Very Satisfied (%)

6.7Popularity Comparison: Video Games vs. Board Games

Game Type Popularity (%)

Video Games 68%

Board Games 32%

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.

2. Reasons for Preference

 Video games offer speed, graphics, excitement, and online multiplayer options.

 Board games offer personal connection, strategy, and nostalgia.

Interpretation:
Players look for either instant excitement (video games) or emotional bonding (board
games).

3. Frequency of Gaming

 75% of video game players engage multiple times a week.

 Board games are mostly played occasionally (weekends, holidays, special


gatherings).
Interpretation:
Video gaming habits are more integrated into daily life compared to board games.

4. Emotional Connection

 Board games scored higher in emotional satisfaction (60% very satisfied)


compared to video games (55%).

Interpretation:
Despite lower usage, board games leave a stronger emotional impression.

5. Social Interaction

 75% of board game players felt more connected socially.

 Only 50% of video game players felt social benefits.

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.

 Virtual Reality (VR) versions of classic board games are emerging.

Interpretation:
Technology is not replacing board games but transforming their format.

Comparison Table

Aspect Video Games Board Games

Popularity Higher Lower

Emotional Satisfaction Moderate Higher


Aspect Video Games Board Games

Frequency of Play Daily/Frequent Occasional

Social Connection Virtual/Online In-person bonding

Cost High (equipment) Moderate (one-time)

Summary

 Video games dominate in terms of daily engagement and excitement.

 Board games excel in emotional satisfaction and in-person social interaction.

 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

1. Mixing Digital and Physical Games (Hybrid Models)

 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.

2. Community Gaming Events

 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.

3. Using Games for Learning

 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.

Why it helps: Makes learning fun and adds value to gaming.

4. Making Games More Affordable

 Game Rentals: Open spaces or cafés where people can play board and video
games for a small fee per hour.

 Free/Low-Cost Games: Support indie (independent) game creators who make


free or cheap games.

Why it helps: Gives more people a chance to enjoy games without spending too
much.

Marketing and Awareness Campaigns

 Board Game Nights: Organize fun events in colleges or communities where


everyone plays board games.

 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.

Working Together (Collaborations)

 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.

Mental Health and Gaming


 Relaxing Games: Design board and video games that help players relax, reduce
stress, and take care of their mental health.

Why it helps: Makes gaming good for your mind, not just for fun.

Balancing Screen Time

 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.

In short, games — whether digital or physical — are becoming an important part of


how we connect, learn, grow emotionally, and have fun.
The future of gaming is not about choosing one over the other but about blending the
best parts of both to create a more meaningful, healthy, and fun experience for all.
REFERENCES

Books

1. Rules of Play: Game Design Fundamentals – Katie Salen & Eric Zimmerman

2. Reality Is Broken – Jane McGonigal

3. The Oxford History of Board Games – David Parlett

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

3. International Journal of Gaming and Computer-Mediated Simulations – Studies on


cognitive and psychological effects of games

4. Journal of Personality and Social Psychology -by Anderson, C. A., & Dill, K. E. (2000)

5. Game Design Journal – by Brown A (2017)

Magazines

1. Wired Magazine – Technology and culture in gaming

2. TIME Magazine – Cultural shifts and generational interests in gaming

3. The Economist (Technology Section) – Gaming business trends and market


competition

Websites

 Statista – Market trends, user data, and gaming statistics


Website: https://www.statista.com
 Newzoo – Global gaming revenue and audience insights
Website: https://www.newzoo.com
 IGN (Imagine Games Network) – Game reviews and industry news
Website: https://www.ign.com
 Polygon – Digital and tabletop gaming culture
Website: https://www.polygon.com
 GameSpot – Reviews, news, and comparative gaming content
Website: https://www.gamespot.com
 World Health Organization (WHO) – Information on digital addiction and
wellness
Website: https://www.who.int
 Pew Research Center – Technology usage and generational digital behavior
Website: https://www.pewresearch.org
 TechCrunch – Innovations in gaming, AR/VR, and industry growth
Website: https://www.techcrunch.com
 Edutopia – Educational benefits and cognitive value of games
Website: https://www.edutopia.org
 Deloitte Insights – Digital consumption reports and hybrid gaming trends
Website: https://www.deloitte.com

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