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DOI: 10.4018/IJGBL.2019100101

International Journal of Game-Based LearningVolume 9 • Issue 4 • October-December 2019

Copyright©2019,IGIGlobal.CopyingordistributinginprintorelectronicformswithoutwrittenpermissionofIGIGlobalisprohibited.

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Do Board Games Make People Smarter?Two Initial Exploratory StudiesMarco Bartolucci, Università degli Studi di Perugia, Perugia, Italy

Francesco Mattioli, Università degli Studi di Perugia, Perugia, Italy

Federico Batini, Università degli Studi di Perugia, Perugia, Italy

ABSTRACT

Inrecentyears,theauthorshavewitnessedtherebirthofboardgames.Thiscontributionaimstoinvestigatetheeducationalpotentialofnon-randomboardgamesintwoways:thecomparisonofperformancesof“expertadultplayers”and“adultnon-players”throughacorrelationstudy(n=45)andthecomparisonbetweentheresultsachievedbyagroupofchildrenafter26hoursofgametraining(n=10)andthoseofacontrolgroupthatcarriedouttraditionaleducationalactivities(n=10)byusinganonrandomizedcontrolgrouppretest-posttest.Specifically,thefindingsrelatingtofluidintelligence,analyticalandconvergingcognitiveprocessesandcreativitywerecompared.Theresultssuggestthatnon-randomboardgamescanbeanimportantstimulusforthecognitivefunctions,withaparticularfocusonthecreativeside,andthereforehaveanimportanteducationalfunction.

KEywoRDSBoard Games, Cognition, Experimental Research, Intelligence, Learning

INTRoDUCTIoN

In “Theplayof animals”Gross (1898)described some interesting animalbehaviours.Thewildpeacocks,foreveryday.Inturn,twoofthematatimeenterthecircleandarealbattlebegins.Ifoneofthemleavesthecircle,thefightstops.Thisbizarrebehaviour,justlikesomanyothersdescribedbyGross,canbetracedbacktojustonething:thegame.Liketheanimals,wealsoplay,andinfactweare“Homo-Ludens”(Huizinga,1967).ThepoetFriedrichSchillersaidthatmanisentirelymanonlywhenheplays.Lorenz“believed”that“bothartandtheyearningofmanforknowledgearenothingmorethanoutwardsignsofthegreatgameinwhichnothingispredefined,exceptfortherulesofthegameitself.”(Lorenz,1983,p.64).Gameisinnateinournature,curiosityisgame,knowledgeandartaregame.Inthiscontributiongameisframedasatoolthroughwhichdifferentsituationscanbe“simulated”or“experienced,”sothatlearningcanbestructuredandleadtotheeducationalsuccess.

why is Studying Games Necessary, Nowadays?DavidSudnow,apianist,realisedin1983thathewasaddictedtooneoftheveryfirstdomesticgames:Breakout.Henarrateshisstoryinabookanddescribesthegameas“Thirtysecondsofplay,forthreebricks,andI’monawholenewplaneofbeing,allsynapseswailing”(Sudnow,1983,p.41).Sudnowfeltcompletelyfocused,tothelimitsofhiscapabilities,andheexperiencedtheFlow,“thesatisfyingandexcitingfeelingofcreativeaccomplishmentandincreasedfunctioning.(Csikszentmihàlyi,1975,p.XIII).TheexperienceofFlowwasfirsttheorizedbyCsìkszentmihàlyiin1975;hestatedthat“games

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areanobvioussourceofflow,playingistheexperienceofflowpar excellence”(Csikszentmihàlyi,1975,p.37).PlayersexperiencemorethananyoneelsethisstateofmindthatmotivatesthemandmakesthemFieri (Proud)oftheirwork.

FieroisalsotheItalianwordadoptedbygamedesignersfromallovertheworld,introducedbyNicoleLazzaroattheGameDevelopersConference.Infact,thereisnowordinEnglishtodescribethemomentwhen“wethrowourarmsupandscream.”(McGonigal,2011,p.34).Proudnessisoneof themostpowerfulneurochemicalpeakswecanexperience(Hoeft,Watson,Kesler,Bettinger,&Reiss,2008).Thatiswhycommunitiesofplayersarisespontaneously:blogs,wikis,forumsandYouTubechannels.Thetruthisthat“Realitydoesn’tmotivateusaseffectively.Realityisnotdesignedtomaximizeourpotential.”(McGonigal,2011,p.3).Wecouldsaythesamethingforeducationalpaths,itseemsthattheyarenotdesignedtomaximizestudents’learning.Thereisadirect,realandconcretefeedbackinthegame.Itisdifficulttolinktheactiontoitsfeedbackwhenitisdistantintime,whereasthecloserthefeedbackistotheaction,themoreeffectiveitis.Inagame,continuousfeedbackisprovidedallowingtochangestrategiesofaction,similarlyinlearningimmediatefeedbackshould be encouraged in order to change behaviour. For example, mistakes during a path couldbeconsideredasfeedback.Evenamistakeingamesisconsideredanintegralpartofthelearningprocess,generatingpermanentoptimismandpromotinginductivereasoning(Metcalfe,2017).Onthecontrary,inlearningpathwaystheerrorisoftenseeninanegativewayandcausesthemotivationtobeloweredtothepointofconstitutingareal“block.”AFinnishresearchteam(Ravaja,Saari,Salminen,Laarni,&Kallinen,2006)foundthattheemotionalpeakingamesdoesnotoccurwhenyouexceedalevelbutwhenyoufail.ThegameunderconsiderationinthiscaseisMonkeyBall2.Inshort,iftheerrorisrewarded,eveninasmallpart,theplayerismotivated(inthecaseofMonkeyBall2,therewardforfailurewasasneeringmonkeythatfellintothevoid).ThefeedbackmechanisminthegamesperfectlyreflectsVygotsky’s(1978)theoryofthe“proximaldevelopmentzone.”Theplayer,infact,throughsmalltasks,isaccompanied(butnottoomuch)infindingthesolutionandthenisrewarded.Inaplayfulenvironment,moreover,tasksareperfectlybalancedfortheirowngamelevel,theyarenevertoodifficultortooeasy.Anotherimportantfactoriscooperation.Ingames,thereisalwayssomeonetohelpyouaccomplishyourmission.ThesuccessofWordofWarcraftismainlyduetothis:itwasthefirstgametointroducemechanismsthatgeneratetrustbetweenplayers(theyeveninventedaneconomicsystemforsharingrewardswithinteams).Inlearning,theseprocessesarehandleddifferently:being“accompanied” is considereda signofa specificdifficultyof thestudent;beingcalibratedtothegroup(or,worse,to“programs”),theleveldoesnottakeintoaccountindividualresourcesandlimitations;cooperationisoftendiscouragedandmosttasksareindividual.

GAMES AND EDUCATIoN

Whyboardgames?Literatureconcerningtheboardgamesisunfortunatelyverypoor.Itisabundantifwe includechess in the term“boardgames.”GobetandCampitelli inEducationalbenefitsofchessinstruction:ACriticalReview(2006)highlightanimportantandproblematicdetailofchesseducation:“Whilechesseducationisbeneficialatthebeginning,thisbenefitdecreasesaschessskillsgrow”(Gobet&Campitelli,2006,p.25).Thishappensbecauseinchessthepropertiesofspacearelearnedquicklyandatthatpointthelearningpromotedbythegameissaturated.Thetruthafterall,asKostersays,isthat“Thefunofgamescomesfromapprenticeship.Itcomesfromunderstanding...Whenplaying,learningisdrugs”(2004,p.8-9).

Cookdefinesgamemechanicsas“rule-basedsystems\simulationsthatfacilitateandencouragetheusertoexploreandlearnthepropertiesofthespaceofpossibilitythroughtheuseoffeedbackmechanisms”(2006).Thelatterdefinitionperfectlyexplainstherelationshipbetweenmechanicsandfeedback,focusingontheconceptoflearning.Modernboardgamesallowtoexploreaveryvastandcomplexworld,wherethestrategiesundertakenaredifferentineachgame.Inagametableitisnotuncommontoseethe“AnalysisParalysis,”aphenomenonthatafflictsplayerswhoaretoostrategic,

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whoabruptlyslowdownthegamebycalculatingcostsandbenefitsofeverysinglemove.Thisisbecausemanymoderngamesrequireahighcognitiveload,causedbytwocomponents:complexityandcomplication.Complexityreferstothenumberofchoicestobeconsideredateachturnandthesetoflong-termconsequencesthatsuchchoicesimply.AnexampleisDominantSpecies(Jensen,2010), agameofmajorities,where in each turnyouhaveawide rangeofoptions thatmustbecalculatedfor3/5hours.Anotherexampleis“Go”wheretworulesimplyextremecomplexityandfreedomofplay;thepossiblemovesinthisgameinfactare2,08×10170.AKoreanproverbsaysthatnoGogamehasbeenplayedtwice.Thecomplicacyrefersinsteadtotheabundanceofruleswithconsequentsubrules,specialcasesandexceptions.AnexampleinthiscaseisrepresentedbyArkhamHorror(Launius&Wilson,2005)averysimplegameinthemechanicsbutwithanextremelylongregulationofabout60pages,includingFAQ.Ifwewantedtocreateaclassificationwecoulddividethegamesinto4macro-categories:1.Childrengames,thataregamesforchildren;2.Familygames,developed for families and casual players; 3. Gateways, translated into “passing,” with mediumdifficulty;4.Hardcoregames,hardgames, for experiencedplayers.Moderngamesarecreative,everyyearhundredsofnewmoreandmoreinterestinggamesarelaunched;thegamemechanics,hithertoconsideredasfundamental,areoverturned;boardgamesareconstantlyevolving.TakeforexampleTheMind(Warsch,2018),a4-playercooperativefamilygame,whichisdescribedintheboardgamegeek.comforumasfollows“TheMindismorethanjustagame.It’sanexperiment,ajourney,ateamexperienceinwhichyoucan’texchangeinformation,yetwillbecomeonetodefeatallthelevelsofthegame.”InTheMind(Warsch,2018)thereisadeckwithcardsnumberedfrom1to100,eachplayerreceivesahandcomposedofasmanycardsasthelevel(Level1,1cardtoeachplayer,level2,2cardstoeachplayer,etc..)andthepurposeistoplaythecardsinascendingorder,inturn,withoutbeingabletocommunicateinanyway.Therearealmost100,000gamesintheboardgamegeek.comdatabase(thelargestsitespecializedinboardgames)wherewecanfindgamesforeverytypeofuser.Arecentresearch(Willet,Moudgalya,Boltz,Greenhalgh,&Koehler,2018)hasanalyzedmorethan7millionreviewsofboardgamesintheboardgamegeek.comforumandonly1,978(0.1%)containedtheword“education.”Thisreflectsanunderestimationbyplayersoftheeducationalvalueofboardgames.NeitherMonopolynorRisikowillbediscussedhere.Theproblemwiththistypeoftitlesistheveryhighrandomcomponent.InMonopolyeveryturnhasacompletelyrandomoutcome:Ithrowthedice,IarriveintheBoardwalk,Iloseeverything!Thisway,thegamelosesthatsenseofintellectualchallengethatmostplayersarelookingfor.Moderngamesdonoteliminaterandomness,onthecontrarytheyturnitintoanimportantstrategicdetail,namelyprobability.Forinstance,inDiceForge(Bonnessée,2017),thedicescanbemodified,thefacescanberemovedandreplaced,theplayermustcreatehis/herowndiceprogressivelyenhancingitaccordingtotherulesofthegame,arealdicebuildingmechanics.Boardgamesallowathree-dimensionalcontactwiththepieces:touchingthepieces,movingthemandhavingacontactwithrealcomponents,accordingtoHeydenetal.(2017),isessentialforchildrenaged8to12years,becauseithelpsthemtoputintopracticetheirspatialandobjectrotationskills.Inrecentyears,manyboardgameshavebeendigitized.Itwasaneconomicallyinevitableprocess,whichprofoundlychangesthegameplay.Rogersonetal.(2015)havecarriedoutaninterestingresearchproject,analyzingproblemsandcriticalitiesoftherealanddigitalversionsofboardgames.Inshort,whatemergesisadrasticchangeinstrategiescausedbytheabsenceofface-to-faceplaying.Asanexample,thetracks,theclassicscoreboards,giveavisualperceptionofthepositioninthegamecomparedtootherplayers,indigitalversionthetracksdisappearbecausetheytakeuptoomuchspaceonthescreenandaretransformedintoamerenumberthatundergoesincreases;theperceptionchangescompletely,eliminatingthecomparativecomponent.Inanycase,manygameswithoutrealcontactwouldnotevenexist.Theanalogueanddigitalgamemodesareverydifferentandneverthelessadaptable.Thereareprojectsthattrytocombinetheadvantagesofarealgamingenvironmentwithinavirtualgamingenvironment,asin“MansionsofMadness”whereadashboardwiththumbnailsisflankedbyadigitalnarrativeenvironment.Gameshavetheabilitytocreateenvironmentsthatencourageteamwork.Inthelastfew

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years,thecollaborativegamessectorhasbeenverysuccessful.Inschoolssomedidactictoolshavebeenintroduced,suchastheauthentictasksbasedonsimilardynamicsencouraging,andsometimesforcing,cooperation.ApopularcollaborativegameisPandemic,astrategiccooperativefamilygamefor2-4players.InPandemicweplayasdiseas-fightersandtheaimofthegameistocollaborateinordertodefeat4strainsofdiseases.TheinterestingthingaboutPandemicisthatitforcesplayerstoworktogether,aseachplayerinfacthasspecialskillsthatmustnecessarilybeusedtodefeatthegame.AccordingtoaresearchbyBerlandandLee(2011)cooperativegamessuchasPandemicareaperfectenvironmentforthedevelopmentofacomputationalthinking.

HypothesisTheaimofthisworkistoverifyhowmuchnon-randomboardgamescancontributetothedevelopmentofcertainlearnings,bothspecific(disciplinary)andgeneral(basicandtransversalskills).Sincethisisalargelyunexploredterritory,wewantedtoverifywhatskillsexperiencedplayersdevelopedcomparedtonon-playersandwhateffectscouldproduceatrainingguidedbyboardgames.Inparticular,wewantedtoverifyiftherewasacontributionofgamesinthedevelopmentoffluidintelligence,thedevelopmentofanalyticalandconvergingcognitiveprocessesandcreativity.

MaterialsFivetestswereusedintheinvestigation,inpaperordigitalformattheoptionofthesubject.(1)TheRaven’smatricesPM38(PM38),whichmeasurethefluidintelligence,usedforbothchildrenandadults,andinparticularthePM38seriesDandE.TheFluidIntelligenceconstruct,introducedbyCattell(1963),referstotheabilitytoadaptownthinkingpatternstonewproblems,regardlessoftheacquiredknowledge.Fluidintelligenceiscriticalinawidevarietyofcognitivetestsandisconsideredtobeoneofthemostimportantfactorsinfluencinglearning.(Gray&Thompson,2004)(2)TheRemoteAssociationTest(RAT)byMednickandMednick(1971).Thetestissimple:fourwordsarepresentedandthesubjectmustfindthewordrelatedtothosefour.Theitems,orseriesof4wordsforeachtestwere30,presentedinrandomorderand,amongthem,therewere15easyand15difficultitems.Twoformsweredeveloped,AandB.TheBformdiffersfor50%oftheitemsfromtheAform.Thefirstform(A)wasusedforthecomparisongroupandforthepre-testinthechildren’sgroup;theformBwasusedforthepost-test.ThetestisgenerallyusedtomeasurecreativepotentialaccordingtoMednick’stheory(1962),butithasbeendemonstrated(Lee,CorinneHuggins,&Therriault,2014)thattheRATtestevaluatescognitiveprocessessimilartothoseofawiderangeofotheranalyticalandconvergingprocesses.(3)AlternativeUsestask(AUT)byGuilford(1976)whichmeasuresthesubject’sabilitytothinkinadivergentway.Inthistestacommonobjectispresented,inourcaseitwasapaperclipandthesubjectisasked“Howmanyusescanyoufindforthisobject?.”

Inthiscase,weneedtospecifythatthecorrectionwasmadebycountingtheusesfoundwithoutconsideringrepeatedanswersforthefinalscore.Suchas:“Hitatyre”and“Hitaballoon.”(4)ThegraphictestofthecreativitybyPaulTorrance,andinparticulartheactivity3calledLinesandCircles(GRAF):inthistestarepresentedtwosheetswithwhitefigures(inourcase,circles),andweaskedthesubjectstosimplycompletetheminacreativeway.TheevaluationcriteriahavebeenspeciallydevelopedandsummarizedinTable1.

(5)Theproblem-solvinginventory(PSI),kindlygrantedbytheresearchersoftheUniversityofPadovawhodealwiththeItaliantranslation.Inthiscasethetestiscomposedoftwoforms,oneforadultsandoneforchildren.Itisdividedintothreescales:

1. “Self-efficacy in own problem-solving skills,thatisthedegreeofconfidenceinownskillstocopewithdifficultsituations.Itisanindexofself-confidencewhichcanhelptomanagethedifficultiesarisen.”

2. “Tendency to deal with difficult situations,thatisthewillingnesstodealwithoravoiddifficultsituationsthatrequireproblem-solvingskills.”

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3. “Self-control ability,thatishowmuchapersonbelievestobeabletocontrolownemotionseveninthecaseofproblematicsituations.”

DesignThestudyexaminestwogroups,anadultgroup(n=45)andagroupofchildren(n=20).Thegroupofadultsiscomposedof21experiencedplayersand24non-players;inordertoselecttheexperiencedplayers,agroupof21playerswasanalysedtodefineatimethresholdallowingtoidentifyexperiencedplayers.These21playersarepartofmoreassociationsoffansofboardgames,inparticularitisfairtomentionthemostimportant:HydraGames,TanadelGoblinPerugia.Thankstotheircontributionthethresholdwasidentifiedinfivehoursperweekinordertodivideexperiencedplayersfromnon-players.54%ofexperiencedplayersreportedplayingmorethan8hoursperweek.Non-playerswereselectedpayingattentionincomposingagroupwhereageandlevelofeducationwerethesameasthoseoftheexperiencedplayers.Thisprocedureofgroupassignmenthasallowedtohaveanaverageageandaverysimilarlevelofeducationinthetwogroups(playersandnon-players),tothedetrimentofarandomizationofthesample.Theaverageagewas29.25intheexpertgroupand27.14inthegroupofnon-players.Theaveragelevelofeducation,measuredasyearsofstudy,was15.29inthegroupofexpertsand14.80inthegroupofnon-players.

In the nonrandomized control group pretest-posttest design with children, the experimentalgroupwasconventionallyselected, thanksto theavailabilityof thePerugiaScienceMuseumforsummeractivities.Thecontrolgroupwas selectedwithinanassociation that carriedout similaractivities,payingattentiontomaintainingasimilaraverageage.Theexperimentalgroupconsistedof10childrenwithanimbalancebetweengirlsandboys,respectively9and1.Thecontrolgroupconsistedof10children.Theaverageageofthecontrolgroupwas12.7years,whiletheaverageageoftheexperimentalgroupwas11.2years.

TrainingThegroupofadultsdidnotcarryoutanytraining.Inthisgroup,infact,asinglemeasurementwascarriedout.TheanalysisofchildrenconsideredanonrandomizedControlGroupPretest-Posttest.Theexperimentalgroupcarriedoutatrainingof26hoursbyplayingboardgames,inaccordancewithTrinchero’sresearchonchess(2012),25hoursoftrainingistheminimumtimerequiredtoobserveaneffect.Inthemeantime,thecontrolgrouphascarriedouttraditionalteachingactivities,bygoingtocompulsoryschoolnormallylikeanyotherdayoftheweek.

Table 1. GRAF correction criteria

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The26actualhoursof training (excludingpre-andpost-test)weredivided into threehoursa day, fromMonday toFriday, over 2weeks. In accordancewith Gobet andCampitelli (2006),“compulsatoriness”underminesmotivation;consequently,aplanwasimplementedthatwouldallowthesubjectstoleavethetrainingatanytime.Nochildleftthetraining.Atypicalmorninginvolvedchildrenfrom10to1:30p.m.,withappropriatebreaksandwell-structuredactivitiessothatnooneremainedwithoutplaying.Thefirstdayoftrainingwasdedicatedtotheexplanationofthegamesandtheirrules,andinthefollowingdayschildrentriedinturnallthegames.Afterthisphasetheresearchers left the children free to plan their days according to their personal preferences. Thegamesusedduringthetrainingrequiredaseparationintoseveralgroups.Intheeventthatagroupfinisheditsgamebeforeanothergroup, itwas invited toreflecton thestrategiesused.After thefirsttrainingdays,thesubjectsspontaneouslystartedtoexchangeopinionsonthestrategies.Inthisphaseofsharing,strategiclearningemergedthroughthecomparisonofthegamemodesused.Thisprocessalsoemergedinthetestingphaseoftheexperiencedadults,whocarriedoutthetestsinsmallgroupsof5/7people.Thesubjectswerepurposelyseparatedbutdespitethistheytriedatallcoststocollaborate:inRaven’smatrices,forexample,theytriedtoworktogetherinordertodiscoverthevariablesonwhichtofocus(suchastheanglesofthefiguresorthenumberoflines).Clearly,despitethepressures,anykindofexchangethatcouldcompromisethevalidityofthetestswaslimited.Themechanismstheyputinplacewerenotatallamerecopying.AsimilarprocessemergedalsointheRATtest:attheendofthetestthesubjectswhohadtakenthetestdiscussedanimatedlyonthepossiblesolutionstothedifferentitems.Inconclusion,thesebehavioursarerepresentativeoftheseriousnessandinvolvementthatthegamehasstimulated.

GAMESTheboardgamesusedduringthetrainingare13,listedbelow:

Splendor(André,2014)byMarcAndré,astrategicFamilygamefor2-4players.InSplendorweplayasmerchantsofRenaissancegemsandtheaimofthegameistobuyasmanyaspossibleofdevelopmentcardsthroughgemsandpermanentbonusesthatgiveagoodprogressionofthegame.Thisgamewaschosenbothbecauseithasmanyelementsofreasoningintheshortandlongtermandbecauseitrequiresalotofattention;theactionsofotherplayersandthecontinuouschangesinthedashboardofthegamehavetobeconstantlymonitored.

Ticket to Ride Europa(Moon,2005)byAlanR.Moon,aFamilystrategicgamefor2-5players.Thegamehassimpleandelegantmechanics,itcanbelearnedin5minutesandlastsaboutanhour.TheaiminTickettorideistobuildrailwaylinesaroundcontinentalEurope.Thisneweditionismuchmoreinterestingthanthepreviousonesbecauseitrequiresacarefulplanningoftheroutesbytheplayer.

The Castles of Burgundy(Feld,2011)byStefanFeld,astrategygamefor2-4playerslastingabout90minutes.Thegameisverysimpleinthemechanicsbuthidesawidestrategiccomplexity,whichiswhyitisappreciatedbybothexperiencedandcasualplayers.Theaimofthegameinshortistobuildanownfeudwithdifferenttypesofcardseachofwhichallowstoreceivemoreorlesspointsdependingonthecombinations.Amongthegamesused,thisisoneofthemostcomplexbutnoparticulardifficultieshaveemerged.Therangeofchoicesforeachturnislimitedbyarandomcomponentaseachplayerusestwodicethatdependingontheresultcanfavorcertainstrategiesoverothers.Therandomnessisnotvery“felt”thankstothemodifiersthatcanadd+1/-1tothedierollandthroughsomecombinationsitisevenpossibletoreacha+2/-2.Thechoiceofthisgamehasbeeninfluencedmainlybythestrategiccomponent.

Eight-Minute empire(Laukat,2012)byRyanLaukat,strategicfamilygamefor2-5players.Thegameisbasedontwomainmechanics:controlofterritoriesandcollectionofasetofcards;theactionsoftheplayersaremediatedbythecoinsreceivedatthebeginningofthegame.Asforthedurationthetitleisquiteoptimistic,usuallyrangingbetween8and20minutes.Itwaschosen

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becauseusuallygameswithterritorycontrolareverylong(forexample“Risiko”).Eight-Minuteempirecaninsteaddrasticallyreducethedurationwithoutlosingthedirectinteractiondevelopedbythiskindofgames.

Dobble(Spotit!)(Balnchot,2009)byDenisBlanchotandGhostBlitz(Zeimet,2010)byJacquesZeimet,aretwopartygamesofvisualresearchandspeed.Therulesarereallyminimalandtheskillsrequiredareexclusivelymanual.Gamesofthistypearealsocalled“fillers,”thatisgamestofillthedowntimebetweenaheaviergameandtheother.Dobble,GhostBlitzandBellzwereintroducedbecauseoftheneedtorepresentthewiderangeofboardgamesonthemarket.Becauseoftheireaseandimmediacy,theyareamongthemostusedgames.

Bellz!(Reid,2014)byDonReidisafillerofdexterity.Theaimofthegameistocapturethelargestnumberofbellswithamagneticpen.Theskillsrequiredarepurelymanualandthedurationisveryshort:about10minutes.InBellz!Itisrequiredtoworkwithprecision,thebellsinfactreachtinysizeanditbecomesreallydifficulttocatchthemwiththemagnet.

Carcassonne (Wrede,2000)byKlaus-JürgenWrede, a strategic familygame for2-6players. Itis amodularmapgame, inwhich thedashboard is createdby theplayersduring thegame.Thismechanics,otherthanbeingthemainstrategy,ensuresalwaysdifferentgames.Inshort,eachplayerintheirturntakesamapcardandattachesittothemaindashboard:thescoresarecalculatedbasedonthepositiononthemapoftheir“meeple.”Whenplayedwithasmallnumberofplayers(2/3)Carcassonneoffersmanyopportunitiestodevelopshortandlong-termstrategies,asthechancesofcatchingcardsusefultotheownstrategyincreasesignificantly.Thisgamewaschosenbecauseofitsveryinterestingmechanicsand,inrecentyears,ithasbecomeverypopularamongcasualplayers.

Soqquadro (Luciani, Tucci, & Sorrentino, Soqquadro, 2014) and Soqquadro outdoor (Luciani,Tucci,&Sorrentino,SoqquadroOutdoor,2016)bySimoneLuciani,LorenzoTucciSorrentino,DanieleTascini,apartyactiongamefor2-12players.Soqquadroisaninterestinggamebecauseitmovestherealgameplayawayfromthetable.Inshort,thereareabout100cards,eachofwhichhasoneormoreadjectivessuchas“green”or“soft.”Theaimoftheplayersistoexplorethesurroundingenvironmentlookingforanobjectthatcanmatchthedescription.Soqquadrowaschosenbecauseitpushesplayerstofindcreativesolutionstosolveaprobleminashorttimewithinthedailyenvironment.

Dixit(Roubira,2008)byJean-LuisRoubira,partygamefor3-6players.Dixitisoneoftheveryfewgamesthatmanagestostimulateempathiccontactbetweenplayers.Inthisgamethereisnostrategy,inthisgameyouonlyhavetouseyourimagination,intuition,senseofhumorandabitofmadness.Dixitconsistsofjust84cardsillustratedwithparticularlydreamlikefiguresandascoreboard;andbehindtheseminimalcomponents,ajourneyhides.Itwaschosenforhisabilitytotraintheimaginationandencouragemetaphoricalreasoningandcreativity.

Hive(Yianni,2001)byJhonYianni,anabstract2-playergame.Hiveconsistsoftwenty-twohexagonal,elevenblackandelevenwhitepieces,eachrepresentingavarietyofcreatureswithauniquewayofmoving.Theaimofthegameisto“block”theopponent’squeenbee.InHivethepiecescannotbeeliminatedorremovedfromthegame:asaresult,thegameplayisinconstanttensionandhidesagreatstrategiccomplexity,asplayershavetoplan,defendthemselvescunninglyandattacksilently.

Concept (Alain&Beaujannot,2013)byAlainRivolletandGaëtanBeaujannot,deductionpartygamefor4-12players.InConceptthereisaboardwithillustrationsthatdescribeawiderangeofoptionsinreality,suchas:“wide,”“square,”“red,”“music”etc.Inturn,oneortwoplayers,dependingonthenumberofparticipants,chooseawordoraphraseandthroughconceptsandsub-conceptsmustmakeotherplayersguess,placingcubes,withouttalking.TheadvantageofConceptistheenormouscreativefreedomthatislefttotheplayers(animportantfactorthathasledthechoice):theonewhoknowsthewordcaninfactusethousandsofmodestogetotherplayerstothesolution.

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RESULTS

Theanalysisofthettest,asregardsthecomparisonbetweenexpertsandnon-players(Figure1),showssignificantresultsintheRemoteAssociationTest(RAT)test(t=2.884;p<.01),intheRavenMatrixes(SPM38)(t=4.979;p<.001),inthedivergentthinkingtest(DIV)(t=3.021;p<.01),andintheGraphicTest(GRAF)(t=2.492;p<.05).AsfarasthePSIscale2and3areconcerned,thestatisticsarenotrelevant.Scale1oftheproblem-solvinginventory,whichreferstothe“degreeofconfidencethatapersonhasinownabilitytocopewithdifficultsituations”(La.r.i.o.s.-UniversityofPadua)issignificantbetweengroups,withnon-expertsgrouphigherthanexperimentalgroup.(t=-3.201;p<.01).

Figure2showsthemeansoftheincrementsinthegroupofchildren.Inordertoevaluatethevariationinthetwogroupsofchildren,weproceededwiththeanalysisofthebaselineoftheentrytests.Themeanswerenotsignificantlydifferent.Fromthet-testanalysis,asignificantincreasewasfoundfortheexperimentalgroupintheRemoteAssociationtest(RAT)(t=2.521;p<.05),intheRavenmatrices(SPM)(t=4.125;p<.001),andinthedivergentthinkingtest(DIV)(t=2.381;p<.05).

DISCUSSIoN

Theresultsofthecognitivetests(GraphicTest,AlternativeUsesTask,RemoteAssociationTestandRavenMatrices)arerelevantforexperiencedplayersandforchildren.Experiencedplayersscorehigherthannon-playersintheRavenmatrices;similarly,childrenbeingtrainedscoresignificantlyhigherthantheircontrolgroup.TheRavenmatriceshavealreadybeenused(Unterrainer,Kaller,&Halsband,2006),andtherearenosubstantialdifferencesbetweenexperiencedchessplayersandnon-players.Hänggietal. (2014), studiedchessgrandmasters throughan in-depthanalysis fromwhichaninterestingfactemerges:Ravenmatricesdonotproducesignificantresultscomparedtothoseofthecontrolgroup.Thesampleusedisverysimilartoourownintermsofage,educationandamplitudeand inouranalysis theRavenmatricesshowedanexcellent levelofsignificance.

Figure 1. Results of the group of children, Effect size (Means of the increments, difference between post-test and pre-test), bars denote the standard error

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ThechessmastersinfactuseareasoningbasedonpatternsandthereforeadifferenttypefromtheconstructmeasuredbytheRavenmatrices(Gobet,DeVoogt,&Retschitzki,2004).IntheRemoteAssociationTest(RAT),expertscoresfarexceedthoseofnon-players,evenwiththesameaveragetime.TheRATtestscores,asexpected,areinlinewiththoseofdivergentthinkingandcreativity,demonstratingexcellentsemanticproblem-solvingskills.Expertshavealsosuccessfullysolvedmoredifficultitemsincomparisonwithnon-players.Inthechildren’scontrolgrouptherewasadrasticdropintheaveragetimeofcompletionoftheRATtest.Theaveragetimeofentryis15.40minuteswhiletheaveragetimeofexitis9.49minutes.Thisresultsinfewercorrectitems.Intheexperimentalgroupwedidnotseethiseffect,whichindicatesthatthetraininghas,inaway,helpedchildrentofocusonacomplextask.SimilarcriticalitiesalsoemergeintheRavenmatriceswhereitcanbeobservedaloweringofthescorebetweentheincomingandoutgoingtestsofthecontrolgroup.Intheanalysisontheadults,thescale1oftheproblem-solvinginventory(self-efficacyinownproblem-solvingskills)issignificantforthenon-playergroup.Theresultsofscale2(Tendencytodealwithdifficultsituations)arenotstatisticallysignificantbutthereisaslighttrendinfavourofthenon-playergroup.Scale3(Self-controlability),likescale2,doesnotshowastatisticallysignificantinteraction.Inthechildren’sgroupwenoticeanincreaseintheoutputscoresinscale1and2inbothgroups,whileinscale3wenoticeadecreaseinthescoresintheexperimentalgroup.Apossibleexplanationisthatplayerstesttheirskills,andwhentheyplay,theyfaceimportantcognitiveobstacles.Strategiespursuedtoovercomethemarenotalwaysoptimal.Theperfectcost/benefitbalanceisnoteasytocalculateevenconsideringtheminimumrisk.Anexplanationcouldbethatchildrenoftheexperimentalgroup,aswellastheexperts,testedtheirskillsbyplayingandfoundthatoftenitisnotsoeasytosolveaprobleminacomplexenvironment.

Inaway,they“camebackdowntoearth.”Beinginacomplexenvironmentmakethemre-evaluatetheirownskills.Thecomparisonisthereforeproductivebutextremelyself-critical.Let’snotforgetthatcognitiveresultsindicateasubstantialincreaseinskillsaftertraining.Boardgames,thoseplayedbyadultsandthoseusedduringtraining,couldrepresentanactivityofcognitiveinterventionforworkingmemory.InSplendor,forexample,itisrequiredtoconstantlymonitorthegametablekeepinginmindalotofinformation:thenumberofgemsonthetableandinownspaceandthe16developmentcards

Figure 2. Results of the group of adults (Means of the raw scores), bars denote the standard error

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constantlychanging.Inadditiontothis,theplayermustplanhisownstrategyandcarefullycontrolthestrategiesofotherplayers,whomayhinderhimatanytime.Inaresearch(Campitelli,Gobet,Head,Buckley,&Parker,2007)anactivationofthefrontalandparietalareasrelatedtoworkingmemoryaroseduringtherecognitionofpatternonchessboardbychessgrandmasters.ThesameresultsemergedinXiaohongetal.(2011),wheretheposteriorprecuneusshowedagreateractivationinboardgames(shogi)comparedtoothervisualstimuliinbothprofessionalandamateurplayers.Fromtheseclueswecouldhypothesizealinkbetweenboardgamesandworkingmemory.Inanotherresearch(Jaeggi,Buschkuehl,Jonides,&Perrig,2008)ithasbeenobservedanimprovementinthescoresoffluidintelligenceafteratrainingwithworkingmemory(dualn-backtask),andtheresultsareconfirmedbyarecentmeta-analysis(Auetal.,2015).Ifboardgameswereaformofworkingmemorytraining,wecouldexplainthescoresinRaven’smatricesthatmeasurefluidintelligence.AsfortheRattestandthedivergentthinkingtest,theresultscanbeexplainedthroughtheanalysisofthegamesusedfortraining.ThemechanicsofConceptreflectsMednick’stheorizationofcreativity:“Theformationofassociativeelementsinnewcombinationsthatfollowspecificrequirementstoderivemeaningandusefulness”(Mednick,1962,p.221).Inthisgame,infact,playershavetouseasetofillustrations(eachofthemreferringtoaconcept)toexplainacertainwordorphrase.Inordertobeabletoguesstheword,playersmustnecessarilyputinplaceacreativeprocess,thesolutionisnotlinearsothatitisnecessarytofocusonthedetailsofeachwordorphrase.SomeevidencethatemergedinformallyduringthetrainingactivityshowstheemergingofaFlowexperience(Csikszentmihalyi,1975)duringthegame:futureresearchmayanswerthisquestion.

CoNCLUSIoN

Theresultsshowapositiveeffectofthetrainingintheexperimentalgrouponboththecognitiveandthecreativeside.Similarresultsemergeinthecomparisonanalysisbetweenexperiencedadultsandnon-players.Thesetofresultsgivesustheopportunitytodemonstratehownon-randomboardgamescanbeanimportantstimulusforcognitivefunctions,eveninlearning.Gamestudiesinrecentyearshavemainlyfocusedonthenegativeeffectsofvideogames.Recently,theWordHealthOrganization(WHO)statedthatitwillincludeintheICD-11the“gamingdisorder,”apathologyforaddictiontovideogames.Butwearegoinginthewrongdirection,weneedtohaveamorebalancedperspective.Whileitisimportanttowarnabouttherisksassociatedwithaddiction,itisalsotruethatthepotentialofgamesisstilllargelyunexplored.Weneedtocreateseriousgames,weneedtocreategamesthatencouragediscovery,knowledgeandart.Ifthesemechanismswork,andthosewhoproducegamesknowthis,whydowenotusethemtoinvolveandstimulatestudentsineducation?Weneedtomakeourworld,andespeciallyourschool,morelikeagametomaketeachingareal“epicmission,”asJaneMcGonigalsays.Itwouldbeinterestinginthefuturetoseehowmuchtheseresultscanbeachievedwithlargergroupsanddifferentagegroups.Itwouldalsobeinterestingtoverifylongitudinallytheschoolresultsandlistentotheteachers’feedback,aswellastoverifyspecificdisciplinarylearning.

LimitsFuturestudieswithalargersampleandbetterinternalvaliditywillclarifytheprocessesthatemergeandaredrivenbyboardgames.

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Marco Bartolucci is a post-doc researcher, AND PhD in neuroscience. Among the research fields: prevention and countering of school dispersion; cognitive empowerment; reading and narrative listening processes, relations between neurosciences and learning. As a clinician and researcher, he is interested in learning disabilities, school inclusion and processes of learning and cognitive empowerment. He also deals with software for cognitive rehabilitation and educational strategies through augmented reality devices. Among publications: Dispersione scolastica. Ascoltare i protagonisti per comprenderla e prevenirla (edited by, with F. Batini, FrancoAngeli, 2016), Lettura e dispersione (ed. by, with I. D. M. Scierri, R. Salvato, FrancoAngeli, 2018), Batini, F., Bartolucci, M., & De Carlo, E. (2017). Fight Dispersion Through Education: The Results of the First Cycle of the NoOut Project. Mind, Brain, and Education; F.Batini, M.Bartolucci, A.Timpone (2018) “The effects of reading aloud in the primary school.” In Psychology and Education Journal; F. Batini, M. Bartolucci, E. De Carlo (2018) “I feel good at school! Reducing school discomfort levels through integrated interventions.” In: Athens journal of education; M. Bartolucci, F. Batini (2018) “The effects of a narrative intervention program in people living with dementia” In: Psychology and Neuroscience.

Francesco Mattioli graduated in Applied Psychology at the University of Perugia (2017). His interests range from cognitive game design to the perception of the social and physical environment. At the moment, he is deepening his interest in cognitive neuroscience as a Master Student at the University of La Sapienza in Rome. This enables him to explore the interaction between technology and human beings. Francesco is a member of the Applied Pedagogy Lab of the University of Perugia where he takes part in several research-and-action projects. In 2018, Francesco was one of the recipients of the Italian award “Youth in Action ideas for Sustainable Development Goals.” As a result, he had the opportunity to work at Giangiacomo Feltrinelli Foundation in Milan, one of the most renowned research centers in Italy. Giangiacomo Feltrinelli Foundation contributes to the dissemination of knowledge to the general public through the exploration of fields such as politics, sustainable development, education and the relationship between public spaces and residents. Francesco has a peculiar attitude towards finding solutions to all kinds of problems with a multidisciplinary approach which intertwines both scientific and humanistic aspects.

Federico Batini Current themes of research are early school leaving, teaching improvement by the use of authentic tasks and how they can be used to promote school success, the effects of fiction reading in the developing (or injured) brain and competence-based approach. Relevant publications: F.Batini, M.Bartolucci, A.Timpone (2018) “The effects of reading aloud in the primary school.” In Psychology and Education Journal F. Batini, M. Bartolucci, E. De Carlo (2018) “I feel good at school! Reducing school discomfort levels through integrated interventions.” In: Athens journal of education M. Bartolucci, F. Batini (2018) “The effects of a narrative intervention program in people living with dementia” In: Psychology and Neuroscience M. Bartolucci, F. Batini, E. De Carlo (2017) “Fight dispersion through education: the results of the first cycle of the NoOut project.” In: Mind, Brain and Education F. Batini, V. Corallino, M. Bartolucci, G. Toti (2016) “NEET, a phenomenon yet to be studied.” In: Interchange: a quarterly review in education.

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