Tag Archives: Research

2017 Readers Choice Award Voting

Have your say about your favorite 2017 games ~

GrogHeads Staff, 17 March 2018

It’s time to get your votes in for the Readers’ Choice Awards for game-year 2017. Yes, we know we’re running about 2 months late on this. But hey, we’re not nearly as far behind as the Charlies!

The only required items are the overall digital / tabletop games, at the end of each of those categories, and there is an “opt-out” option available for those of you that don’t play that type of game.

Chat about it below, or in our forums, or hit our FaceBook page >>

Reminder! 2016 Readers’ Choice Award Voting

Don’t forget to have your say about your favorite 2016 games! ~

GrogHeads Staff, 23 January 2017

It’s time to get your votes in for the Readers’ Choice Awards for game-year 2016.

The only required items are the overall digital / tabletop games, at the end of each of those categories.

This year we’ve made a few changes:

  • We’ve consolidated the overall number of categories within the tabletop/digital divisions, to try to keep them as consistent as possible year-to-year
  • We’ve added an “AAR of the Year” category, at the request of the readers and members of our forums
  • We received no nominations for miniatures rules/expansions, so we’re not doing away with them as a category, but we can’t give you what you don’t nominate!

Chat about it below, or in our forums, or hit our FaceBook page >>

Experiences of Hobby Game Players: Motivations Behind Playing Digital and Non-Digital Games

Based on a large online data collection effort back in 2006, the collaboration of GAMA, Ohio State University, and that other website, resulted in a pretty robust dataset that yielded a variety of interesting explorations.

By: CarrieLynn Reinhard and Brant Guillory, 18 April 2014


Central to our understanding of why people play digital games (either video or computer games) is to understand the reason people want to “play” a game in the first place.  Playing, once reserved for only real-life interactions among people, is now the venue for interacting with digital manifestations of reality; but the question remains, is this digital-based playing different than real-based playing?  The purpose of this study was to investigate the patterns of motivation and usage by card, role-playing, computer, and board game players, known in this study as hobby game players.  Through an online survey, we measured the reasons people play these games, as well as the milieu in which they play these games are played.  What does the game player like in a game?  Why does the gamer like this?  What motivates continued game play and preferences for types of games?  The results indicate that digital game playing shares several underlying motivations with its pre-digital predecessors, but in ways that are still different than tabletop gaming.

Nineteenth Century Military War Games: Lieutenant von Reisswitz’s Kriegsspiel

 A look at the history of wargaming. From the beginning. Yes, Kriegspiel.

Research article by Robert Mosher, 9 February 2014

as always, click images to enlarge

The First War Game

Mock battles and games reflecting a contemporary understanding of warfare have been a part of human culture throughout history. Chess is of course the most famous survivor of these games, though not the oldest. The game’s simplified depiction of warfare lacked realism, but did promote military virtues like foresight and calm consideration when confronting an opponent.

The first modern wargame is generally considered to be Kriegsspiel, published in Prussia in 1824 by First Lieutenant Georg Heinrich Leopold Freiherrn von Reisswitz. His game was based upon his father’s (Baron Georg Heinrich Rudolf Johann von Reisswitz) work, which itself had reportedly attracted the attention of the Prussian royal family.

The younger Reisswitz introduced a number of innovations that resulted in a newer game, resulting in a more militarily realistic and useful experience. He discussed some of these innovations in the foreword to his published rules. Reisswitz credited his father with the move away from the “most unnatural geometric shapes and straight lines” imposed on terrain and movement in earlier wargames that reflected their roots in chess.

Much of what we know today about Kriegsspiel is the result of the efforts of Bill Leeson who translated the original 1824 rules from German into English and published them in 1983, along with a lot of supporting material and some ideas from later versions of Kriegsspiel to ease its use by modern players. Subsequent works on wargames including those by Peter Perla, Thomas Allen, and most recently C. G. Lewin have also done much to spread the story and the details of the rules and their history.