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. MokiychukRussian Federation
Sofia Mokiychuk, Master Student
N. Bekk
Russian Federation
Natalia Bekk, Head of Department
M. Taube
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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