A board game named among the Eurogame examples that sources associate with the industry’s transformation since the 1990s.
- Type
- Videogame
- Year
- Pending verification
- Country or region
- Global / undetermined
- Status
- Documented
Documentary record connected to the editorial archive.
A board game named among the Eurogame examples that sources associate with the industry’s transformation since the 1990s.
The 1990s are often identified as a turning point for the board-game industry and its study. Rather than offering a closed history of successes and labels, this article examines what the available evidence supports: a broader supply, the popularisation of Eurogames, new meeting spaces, and historical research that remains fragmented.
Open storyA critical reading of the transformation attributed to board games from the 1990s onward: broader supply, the circulation of so-called Eurogames, and the continuing need for stronger sector documentation.
Open storyA critical tour through the available evidence on board-game renewal from the 1970s onward: European design, the market transformation of the 1990s, and a constellation of titles including Master Mind, The Settlers of Catan, Jungle Speed, Dixit, and Dobble.
Open storyFrom the new European wave of the late 1970s to popular titles of the 2000s, the sources trace a shift in how board games were viewed: from a pastime associated with childhood to social leisure and a creative field with its own identity.
Open storyThe available sources identify the 1990s as a period of growing popularity and a wider range of board games. Starting from that evidence, this article examines what it means to speak of a transformation—and where the limits of that account lie.
Open storyThe available sources describe the 1990s as a turning point for the industry: the range of games grew and new proposals became more popular. They also show how history, mechanics, materiality and debates over what makes a board game “modern” intersect.
Open storyBoard games can serve as entertainment, educational tools and accounts of the past. Looking at their rules and production contexts helps us ask which histories they make visible—and which they leave out.
Open storyThe spread of Eurogames, festivals and a growing range of products helps explain the transformation of board games from the 1990s onward. The available sources point to a significant shift, but do not support reducing it to a single date or title.
Open story