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Authentic Board Games as a Way to Promote Home Publishing (using The Example of a Game Based on the Good Omens Series)

https://doi.org/10.37909/2542-1352-2025-2-2003

Abstract

The article analyzes the specifics of authentic board games, allowing us to consider them as a way to promote home publishing. The peculiarities of the influence of trends on the formation of modern game industry are revealed, including the example of cult “classic” games. The article compares large-scale and authentic board games in order to identify the features and develop a strategy for promoting home publishing. The technologies for releasing a board game by home publishing are presented. On the example of the developed kraft game based on the series “Good Omens” are revealed: the concept of game accent, features of production and promotion opportunities for small or home publishing house.

About the Authors

S. Mokiychuk
Kryachkov Novosibirsk State University of Architecture, Design and Arts (NSUADA)
Russian Federation

Sofia Mokiychuk, Master Student



N. Bekk
Kryachkov Novosibirsk State University of Architecture, Design and Arts (NSUADA)
Russian Federation

Natalia Bekk, Head of Department



M. Taube
Kryachkov Novosibirsk State University of Architecture, Design and Arts (NSUADA)
Russian Federation

Marika Taube, Associate Professor



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Review

For citations:


Mokiychuk S., Bekk N., Taube M. Authentic Board Games as a Way to Promote Home Publishing (using The Example of a Game Based on the Good Omens Series). Creativity and Modernity. 2025;(2):21–28. (In Russ.) https://doi.org/10.37909/2542-1352-2025-2-2003

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ISSN 2542-1352 (Online)