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Applied Sciences
  • Article
  • Open Access

13 January 2025

Less Is More in Digital Games Too: A Comparative Analysis of Visual Elements of Physical and Digital Versions for Two Tabletop Games

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Department for Multimedia, University North, 42000 Varaždin, Croatia
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Author to whom correspondence should be addressed.
This article belongs to the Special Issue New Findings in Visual Communications on Visibility or Legibility in Different Media

Abstract

The changing habits of consuming entertainment via digital channels have been well researched in contemporary academic papers, as has the migration of different forms and formats into digital environments. Often these migrations are based on familiarity for facilitating the smooth transition into the new format, with additions specific to the digital channel (e.g., animations, sound effects, 3D perspectives, etc.) that are supposed to enhance user experience. In this paper, we present a comparative study of visual elements used in physical and digital versions of two tabletop games (Monopoly and UNO). Results from a sample of 100 players of both versions show higher overall satisfaction when engaging with the physical version of the games and significantly lower satisfaction with various visual elements in digital versions, such as overall visual perception, colors, and visual appearance of some key elements of the games. On closer inspection, the results show that the tendency to overload user interfaces with an abundance of interactive and visually enhanced features may reduce game enjoyment and overall satisfaction with the game, presumably due to factors such as information overload and cognitive distraction. In conclusion, it seems that the rule “less is more” could also be applied to the digital transition explained in this article.

1. Introduction

Digitalization of various social interactions is already a well-established and researched process, with authors examining every aspect of human activity, from education [] to medicine [], economy [], and the arts [], to name but a few. Digitalization is often seen as “structuring of many and diverse domains of social life around digital communication and media infrastructures” [], and in this sense many authors question which features could be transferred from the analog, physical realm to the digital space and to what extent. One of the approaches to digitalization of existing physical systems of various kinds is familiarity [,], and research shows that the user’s familiarity with the system, their knowledge of its rules, and the way different features could be used are important for overall satisfaction with the digital artefact or application. In the transition from the print to the digital medium, it is observed that users maintain their familiar habits, such as reading patterns [], information organization recognition [], etc., while adapting to the screen with its numerous advantages and requirements [,]. Familiarity is one of the key concepts when introducing people to novel applications of existing practices [], particularly in digital channels. It taps into their prior understanding of how systems or processes work, making the experience feel more intuitive and easier and, thus, more satisfying. In this sense, it is understandable that many digitalization strategies rely on familiarity to help users make a smooth transition, enhance immersion, and improve overall satisfaction with the new digital artefact. The digitalization of existing social and in particular tabletop games is no exception.
Game is defined [] as a recreational activity characterized by organized play through competition of two or more sides with known criteria for determining the winner, and agreed-upon rules. A social game can be defined as a game that emphasizes interaction and collaboration between players, often involving communication, competition, or cooperation in a shared environment. These games typically focus on social experiences, through direct player interaction. They can range from simple party games to more complex, multiplayer online games, but the key element is the social component that encourages people to connect, share, and engage with one another through rules, plays, and culture schemas [] embodied through the game’s mechanics, dynamics, and aesthetics [], which also include physical materials such as cards, boards, tokens, and other game components. In digital channels, not necessarily in games that already existed in physical form and were digitalized, but in general, use of graphics and sounds is essential for creating an atmosphere “integral to the game” in order to achieve “pleasurable experiences, which can stimulate cognitive and emotional processing” []. Game design is already a well-established field of study with focus on various aspects and models such as MDA [], MDE [], or MMDE [] and their application in contemporary game production (e.g., [,,]). Tabletop games are games played on a flat surface, typically a table, and encompass both board games and card games []. The design structure of a game [] may include various elements such as game structure, turn order and mechanics, player actions, resolution systems, conditions for game end and victory, elements of uncertainty, economic systems, auctions, worker placement, movement mechanics, area control, set collection, and card mechanisms. When designing a game, it is essential to carefully consider the various above-mentioned aspects to ensure that the experience is both engaging and balanced. A thoughtful integration of these elements is crucial for fostering player enjoyment and fun throughout the gameplay.
Recently, researchers have been focusing on player experience (PX) as the overall experience players get from engaging with the game, focusing, among other factors, on familiarity [] to examine different emotional responses and game satisfaction. Growing possibilities for integration of multimedia formats such as animation and visual effects could enhance PX and bolster the immersion [], with familiarity as one of the key factors, but some evidence [] suggest that unnecessary prolongation of the game time, due to, for example, longer animation cycles or superfluous repetition of non-playable sequences, could also decrease players’ enjoyment and overall approval of the game.
Some previous studies (e.g., [,]) have compared different aspects of physical and digital game versions, focusing on the varying effects these games have on players. Often, these comparisons aim to enhance the learning process, particularly through the use of games in facilitating the acquisition of new knowledge [,], with immersion and enjoyment being the most distinguishing features that prevail in physical games when the two versions are compared.
Passarelli et al. [] identified three undesirable player states related to cognitive and perceptual processes: diverted attention, working memory overload, and visual fatigue. Diverted attention occurs when a player’s focus is drawn to one element of the game at the expense of another, impairing overall engagement. Working memory overload arises when the amount of information a player must retain exceeds their working memory capacity, potentially leading to missed rules or opportunities. Visual fatigue refers to design flaws that strain the visual system, such as overcrowding the game board with excessive details, using illegible typefaces, or using inappropriate font sizes, which can hinder the player’s ability to process visual information effectively. They also list dysfunctional game features as follows: lack of player aids, components hiding key information, having separate boards or components, little space dedicated to conveying information, violating conventions, unintended affordances, clarity of the symbols used, board or element contrast, small fonts and components, and elements that are too similar to each other.
Given the wide availability of diverse games in both physical and digital formats, this paper aims to examine player experience (PX) and satisfaction with the digital versions of games, primarily focusing on the visual components (e.g., graphic design of the boards, cards, tokens, etc., and their representation in the digital games’ user interfaces), using Monopoly and UNO as cases for comparative analysis.

2. Materials and Methods

Prior to selecting the games for analysis, a preliminary survey was conducted involving 107 participants with experience in playing social games. These participants were asked to identify the games they engage with most frequently. In terms of board games, when participants were asked to state their favorite, 37% reported having no preferred game. The most frequently mentioned games were Monopoly (15%), Catan (11%), and Risk (6%). For card games, 28% of respondents indicated that they do not have a favorite, with UNO (27%), Belot (15%), and Rummy (4%) being the most frequently mentioned choices. The preliminary survey further indicated that the majority of respondents (63%) primarily play the digital versions of games on a smartphone. Given the reasons outlined above, the two games receiving the most responses (e.g., Monopoly (Hasbro, Pawtucket, RI, USA) and UNO (Mattel, El Segundo, CA, USA) and their digital versions Monopoly GO and UNO!™) were chosen for analysis in the main section of the research.
Considering that both digital versions of the most favored games are adaptations of their physical counterparts, and that this article seeks to investigate the adaptation of visual elements and their transfer to the digital environment, the following research questions were proposed:
  • Q1: What are the key differences between the visual elements of the physical and digital versions of the game, and how do they compare to one another?
  • Q2: Is there a significant difference between these elements?
  • Q3: Does the amount of time spent playing the game affect the results?
The principal segment of the research consisted of two phases, combining quantitative and qualitative methods to obtain a better overview of the player experience (PX) in line with the recommendations []. The first phase involved a visual analysis of a set of graphic elements, based on theoretical assumptions [], and defined through the synthesis of a literature review of authors with experience in various phases of researching and designing tabletop games [,,,,]. These elements, applied to Monopoly and UNO, are identified as follows:
  • Visual impression;
  • Text readability;
  • Colors;
  • Illustrations;
  • Quality of game materials (physical editions);
  • User interface design (digital editions);
  • Animations (digital editions);
  • Sound and music (digital editions);
  • Board design (Monopoly only);
  • Token design (Monopoly only);
  • Dice design (Monopoly only);
  • Hotel and house design (Monopoly only);
  • Currency design (Monopoly only);
  • Property cards (Monopoly only);
  • Chance and Community Chest card design (Monopoly only);
  • Size of the cards (UNO only).
In the second phase, according to the theoretical assumptions [], a survey was conducted by collecting a purposive sample of 100 players with experience in playing both versions of the games Monopoly and UNO (physical and digital), using the snowball method and sending them a questionnaire with 27 questions, 3 of which related to their sociodemographic characteristics (see Table 1) and the rest to their experience in playing the mentioned game versions, developed according to [].
Table 1. Sociodemographic characteristics of the responders.
Of the 24 questions included in the survey, 4 focused on the graphical representation of elements or the additional features specific to each version of the game (1 for the physical version of Monopoly, 1 for Monopoly GO, 1 for the physical version of UNO, and 1 for UNO!™). A Likert scale ranging from 1 to 5 was employed, with 1 representing “strongly disagree” and 5 indicating “strongly agree,” to assess the above-mentioned visual elements. Two questions explored the motivations for playing the game and the respondent’s familiarity with it, specifically in terms of the time spent playing.
The remaining questions focused on other aspects of game design, such as other game mechanisms, dynamics, mechanics, and experience, and are not the primary focus of this article. This questionnaire is part of a larger research study that examines various aspects of games, with game aesthetics being one of the areas of focus. The complete results are currently being analyzed and are expected to be published soon.
Prior to answering the survey, respondents were specifically asked whether they had played both specified versions of the games. Those who answered negatively were excluded from the survey. The survey was administered via an online form.
The questionnaire was evaluated for internal consistency, and the Cronbach’s alpha coefficient was found to be 0.973. The survey data were assessed for normality of distribution, and both the Kolmogorov–Smirnov and Shapiro–Wilk tests indicated that the sample follows a normal or near-normal distribution.
Given the sample size [] (p. 378), a paired sample t-test was used to determine whether statistically significant differences exist between responses regarding the same elements in the physical and digital versions.
The results were additionally validated through the application of the Wilcoxon signed-rank test, which produced results consistent with those of the paired sample t-test.
During the analysis of the visual elements, it became evident that some results required further clarification or in-depth investigation. Consequently, additional analyses were conducted on responses from the main questionnaire regarding the game mechanics or dynamics related to the specific visual elements. This was done to determine if different types of interactions might have contributed to deviations from the expected outcomes. The findings from these additional analyses are presented in textual form, without the introduction of new tables. Immersion in the game is a complex variable that integrates various aspects of gameplay. As such, it is included in the results in Tables 5 and 8, which evaluate overall immersion in both the physical and digital versions of the game. However, immersion is excluded from Tables 6 and 9, as this study focuses solely on the visual elements of the game. Since immersion in the digital version is largely influenced by the user interface, statistical analyses were conducted to compare the physical and digital versions. Any significant differences identified are discussed and explained in the text.

3. Results

The findings (see Table 2) reveal that visual appeal emerges as the most significant factor influencing respondents’ decisions to play a game. Following visual appeal, the amount of available time for gameplay is the next most important consideration, with other factors also contributing to the decision-making process.
Table 2. What is the most appealing reason to play a game?
Intriguingly, collaboration was rated slightly higher than competition, suggesting a preference for cooperative scenarios over competitive ones among sampled players. In contrast, game complexity was not highly rated as a decisive factor in players’ choices. Despite the varying levels of complexity among the games tested, additional statistical analysis did not reveal significant differences in respondents’ preferences regarding complexity based on their sociodemographic attributes. Furthermore, no statistically significant differences were observed in responses based on sociodemographic characteristics for any of the offered reasons, indicating that these factors did not influence players’ decision-making processes.
Considering that the frequency of play may influence familiarity with the game and, consequently, the responses, the frequency of play was also examined (Table 3).
Table 3. How often do you play the games (all versions)?
When compared to the visual elements of the game, no statistical difference was found in relation to the frequency of play.
Given that visual appeal emerged as a significant factor in game selection, a comparative analysis previously conducted to identify the key similarities and differences between the physical and digital versions of both games is the focus of this section.

3.1. Monopoly

The results of this analysis for Monopoly are presented in Table 4. As can be observed, the digital version incorporates many of the key visuals from the physical version, from color scheme to key features of visual identity, creating a sense of continuity and familiarity.
Table 4. Comparative analysis of visual elements of Monopoly.
The primary differences are evident in the manner in which players interact with various game elements; in the digital version, physical interactions are replaced by animations, enhanced by sound effects, as direct manipulation is not possible. Additionally, the digital version offers customization options for certain game elements and provides the ability to adjust the player’s perspective.
As indicated in Table 4, the visual experience of the game can be significantly altered through various improvements and adjustments to its design elements, thanks to the available customization options. These features allow players to tailor the game’s appearance according to their preferences, ensuring that each gameplay experience is unique. Text readability is influenced by the optimization of fonts and text sizes for different screens, along with the player’s personal choice of color contrast. Colors are typically more vibrant and are affected by the screen settings, though they can also be customized. The digital version of the game features dynamic and often interactive visuals, offering thematic flexibility and the potential for updates or changes. Players can personalize several aspects of the game, thereby creating a more individualized experience. In addition, players can unlock various game boards by advancing through levels, further enhancing the game’s playability. Customizable tokens, dice, hotels, and houses are often animated, adding another layer of interactivity. These elements may also serve as collectible items that reflect players’ progress. Finally, aspects such as currency, property cards, and Chance and Community Chest cards are interactive and adaptable, with variations based on the specific version of the game being played.
However, the results of the player satisfaction survey regarding specific visual elements reveal that, in most cases, players assign higher ratings to the physical version of the game (Table 5). Even with the addition of multimedia features, the immersive experience in the digital version aligns with this trend.
Table 5. Satisfaction with elements of design for Monopoly.
The only elements rated slightly more favorably in the digital version compared to the physical version are the tokens. As detailed in Table 4, the primary distinctions include the fact that the tokens offer customization options based on player preferences. However, further statistical analysis revealed no significant differences in respondents’ satisfaction with these elements between the digital and physical versions. It is also significant to note that animations, as a feature exclusive to the digital version, were ranked second highest among all the digital features examined.
That being said, the results of the paired sample t-test (Table 6) indicate that respondents exhibit a statistically significant preference for the overall visual impression of the physical version of Monopoly, as well as for the currency and property card design.
Table 6. Statistically significant results from the paired sample t-test for Monopoly.
The visual presentation of the digital version is enhanced by 3D graphics and a range of audio–visual effects, with gameplay occurring through a user interface that may become overloaded with visual information. In contrast, currency exchange is often represented solely as a numerical change in the player’s bank balance, and property cards can be challenging to read, making it difficult to quickly access key information or recall their value. Further statistical analysis revealed that the average ratings for purchasing properties were significantly higher for the physical version of Monopoly compared to the digital version (M = 0.462, SD = 0.905). This difference was found to be statistically significant (t = 2.601, df = 25, p = 0.015). Subsequently, the ratings for building houses and hotels were observed to be, on average, higher in the physical version of Monopoly compared to the digital version (M = 0.423, SD = 0.809), and this difference was also found to be statistically significant (t = 2.668, df = 25, p = 0.013).
In addition, considering the theoretical assumptions outlined in the first section regarding potential player dissatisfaction with animations and visual effects [,], which may lead to prolonged downtime and overall gameplay duration, although animation sequences in the digital version of Monopoly are relatively fast, the average ratings for playing time were checked and appear to be lower for the physical version of Monopoly compared to the digital version (M = −0.308, SD = 1.463); however, this difference was not statistically significant (t = −1.072, df = 25, p = 0.294). Average downtime scores were lower for the physical version than for the digital version as well (M = −0.115, SD = 1.033), but this difference also did not reach statistical significance (t = −0.570, df = 25, p = 0.574).

3.2. UNO

The results of the comparative analysis for UNO are displayed in Table 7 and, similar to Monopoly, the digital version retains the essential components of the visual identity of the physical version. Notable differences include a slight modification of the color scheme, along with the addition of animation and sound effects. A key distinction lies in the mode of play. In the physical version, players engage directly with one another, making strategic decisions while incorporating verbal and non-verbal communication as essential components of gameplay. In contrast, the digital version is played through a user interface, which removes direct human interaction and communication.
Table 7. Comparative analysis of visual elements of UNO.
As presented in Table 7, the visual impression in the digital version is influenced by 3D graphics, animations, visual effects, user interface design, and customization options, which are driven by a distinct set of immersion factors, given that the primary mode of interaction occurs via a screen. Moreover, the digital version includes text elements that explain the actions of specific cards during gameplay, display player names and scores, provide instructional text when necessary, and offer accessibility features such as colorblind modes and multiple language options. The digital version of UNO retains the same card illustrations as the original, but enhances the visual appeal by adding more illustrations to the menus. Furthermore, additional visuals are introduced during gameplay to increase engagement. Different game modes and themes incorporate additional or altered illustrations, contributing to the overall visual variety. While the game introduces some new colors for various elements, it maintains consistency by predominantly using the existing physical color scheme. However, due to its customization capabilities, the digital version of the game provides a range of game modes and variations, each featuring distinct color schemes. The cards are adapted to the screen’s capabilities and are not interactive in the same way as in the physical version of the game.
The results for players’ satisfaction with various visual elements of the game for UNO (see Table 8) reveal a pattern consistent with the one observed for Monopoly, with overall ratings being higher for the physical version than for the digital version of the game.
Table 8. Satisfaction with elements of design of UNO.
The only exception in this case is the evaluation of the user interface quality, which was rated slightly higher compared to the quality of the material of the play equipment. However, this difference in ratings was not statistically significant. It is worth noting that the animations score ranks second highest among all digital elements assessed in the survey, surpassed only by the color scheme, which attained the highest score. Further statistical analysis identified statistically significant differences in three segments (Table 9), mirroring the results observed for Monopoly. In this instance, however, the differences were found to be significant specifically for visual impression (the same as in Monopoly), colors, and card size.
Table 9. Statistically significant results from the paired sample t-test for UNO.
As immersion in the digital version received the lowest rating among all the constructs evaluated, additional testing was conducted. The statistical analysis revealed that, on average, immersion ratings were higher for the physical version of UNO compared to the digital version (M = 0.341, SD = 1.015), with this difference being statistically significant (t = 2.154, df = 40, p = 0.037). Further investigation also showed that ratings for player interaction were significantly higher for the physical version than for the digital version of UNO (M = 0.805, SD = 1.145), with this difference also reaching statistical significance (t = 4.501, df = 40, p < 0.001).

4. Limitations of This Study

This paper is part of a larger research project, the results of which are still undergoing full analysis and interpretation. As such, the findings presented here focus specifically on the transfer of visual elements from physical to digital versions of the games, without providing in-depth insights into other aspects of the games (such as mechanics or dynamics). The design of the research, as well as the formulation of the questions, were sometimes intentionally constrained to investigate the subject (e.g., transfer of visual elements in the case of this paper) in as much detail as possible, while avoiding respondent fatigue and non-completion. The study also assessed general familiarity with the games, but did not examine the overall player experience, the learning curve for each version, or the time spent playing the physical versus digital versions separately. The sample was purposive, with respondents voluntarily participating without compensation and completing an online questionnaire. This may raise concerns regarding their motivation or sincerity.
The results of the visual analysis of both game versions, presented in Table 4 and Table 7, provide an understanding of the key differences in the visual aspects of each version. Given that customization allows for countless variations in the game’s appearance and depends on how players tailor their versions according to their individual interests and aesthetic preferences, a detailed explanation of each difference would fall beyond the scope of this paper. Therefore, the tables highlight the principal differences and facilitate analysis at a conceptual level.

5. Discussion

The results, as expected and presented in Table 2, emphasize the significant role of visual appeal in the decision to engage with a game. This can be explained by the role of visually compelling elements in enhancing player immersion, where more attractive visuals facilitate greater ease of engagement, a conclusion that corroborates prior research on the influence of visuals on player experience []. Importantly, this trend highlights a shift in focus from other game design elements, positioning the visual component as one of the key factors influencing PX, and suggesting that its influence may outweigh other aspects traditionally emphasized in game design such as game structure, the complexity of the gameplay, or rivalry. However, this effect may be less pronounced in the case of card games, where direct human interaction seems to play a more significant role than visual elements, as the results indicate. While we do not intend to underestimate the role of other elements, we hypothesize that, given the similarity of the remaining game components, the visual impression may serve as a decisive factor in the decision to engage with the game.
However, a comparative analysis of the visual elements of Monopoly revealed that the user interface incorporates numerous additional visuals, which, while contributing to the overall atmosphere, do not always serve the gameplay itself. As indicated in Table 5 and Table 6, the visual impression is higher for the physical version of the game. A comparison of these results with those in Table 4 reveals that the visual experience of the digital version can be significantly modified through various adjustments to its design elements, such as customization options, 3D graphics, animations, and other dynamic features. These elements, which are not present in the physical version, contribute to a more variable visual experience in the digital version, whereas the physical version maintains a consistent visual appearance. This consistency may enhance recognizability and foster a greater sense of familiarity in the physical version, which, in turn, may contribute to a higher level of satisfaction with its visual impression. Such elements may lead to diverted attention or visual fatigue, potentially resulting in a decline in player experience (PX). The findings of this study align with previous research on the impact of visual stimuli on user engagement and cognitive load []. In contrast, the design of the digital property cards, which differs from their physical counterparts, omits several key pieces of information that are immediately visible in the physical version. This information in the digital version can be accessed through additional interactions. As illustrated in Table 4, the property cards do not remain visible on the screen at all times. Instead, players can identify their owned properties through specific color and shape markings on the game board, with the option to view the cards when interacting with the properties. These omissions can further be characterized as dysfunctional, in line with the argument put forth by [], which asserts that the absence of crucial information undermines the overall PX.
The same principle applies to the currency cards and their associated interactions. As described in Table 4, transactions are automated in the digital version, where currency is often relegated to being represented solely by increasing or decreasing numbers. The absence of the tactile sensation of currency “changing hands” may be a significant factor contributing to reduced player satisfaction with the exchange, as demonstrated in Table 5 and Table 6. In this sense, a “pile of money” also provides immediate visual feedback, signaling success to a player who continues to win.
The results point to the need for a reconsideration of the approach to games’ visual element design, with a greater focus on prioritizing information over atmospheric effects when the player’s perspective is in any way constrained and their attention is subjected to competing stimuli. This is also in line with other earlier findings presented in the introduction to this paper.
In the context of card games, particularly those with limited strategic or tactical options (not implying that UNO lacks strategic depth), research findings suggest that the visual design should prioritize supporting the social dynamics of the game, particularly player communication, as this has a significant impact on the overall player experience, as outlined in earlier research [,,,,].
As shown in Table 7, the visual impression in the digital version of UNO is shaped by 3D graphics, animations, visual effects, user interface design, and customization options. The results shown in Table 8 and Table 9 indicate that the visual impression is significantly higher for the physical version than for the digital version. This may be attributable to the presence of numerous visual elements that could divert players’ attention from the gameplay. Colors also emerge as a significantly distinct element in Table 9, likely due to the increased number of color options available to players. Furthermore, the results in Table 8 reveal a higher degree of variability in responses related to colors in the digital version of the game, which may indicate more polarized opinions on the color scheme (either highly positive or highly negative). This implies that additional research is welcome to better understand these differences. As outlined in Table 7, the screen size may limit the visibility of played cards due to certain card placements, which could help explain the results presented in Table 8 and Table 9. This limitation may suggest a deficiency in the user interface design, where animations and effects are prioritized. However, given that animations received the highest ratings of all observed elements in the digital version, it appears that while animations are generally well received, their placement or space usage within the interface may require optimization.
Further analysis indicates that the quality of the user interface is rated relatively high (Table 8), suggesting that users generally perceive it favorably. The lowest-ranked element in the digital version (Table 8) was immersion, which, when compared to the physical version, revealed a statistically significant difference. Given the relatively positive evaluation of the user interface design, the most substantial difference between the two versions lies in an area beyond visual aesthetics: the absence of tools for direct player communication.
The lack of face-to-face communication reduces key elements of fun—an essential characteristic of social games [,]—such as narrative, player teasing, provocation, humor, and other relationship-building and emotionally engaging forms of social interactions. This element significantly contributes to the appeal of these games and situates them within a unique social context, particularly in terms of immersion. Furthermore, if properly incorporated, it could reduce downtime or optimize other time-dependent aspects of the game mechanics.
In addressing the limitations of this research, it is essential to acknowledge that the results are derived from survey data reflecting players’ overall perceptions of specific aspects of the examined games. These perceptions were subsequently analyzed in relation to the fundamental differences in the visual design of various game elements. Consequently, it is difficult to ascertain the precise impact of differing levels of personalization of these elements on the observed outcomes.
To achieve a more nuanced understanding of how visual element personalization affects gameplay, a more comprehensive experimental study would be required. Such an investigation would need to isolate individual elements and their varying degrees of personalization, a scope that extends beyond the current study. Nonetheless, the findings presented here could serve as a solid foundation for future research in this area.
Finally, the issue of identity representation emerges as a relevant consideration when interpreting the results. Although research indicates no statistically significant difference, there is evidence to suggest that players derive some enjoyment from the ability to customize tokens. While identity representation was not the focus of this study, it is important to acknowledge the substantial body of literature supporting the notion that more modifiable options for digital identity construction could enhance player engagement.

6. Conclusions

To conclude, it is important to highlight that development teams behind the digitized versions of the two games analyzed in this study have exhibited profound expertise, as evidenced by the positive ratings across the various categories examined. Consequently, the results presented should not be interpreted as critiques of their work, but rather as constructive insights for other designers and game developers seeking to refine existing digital adaptations and design new tabletop game interfaces—particularly with regard to player communication and identity representation. Implementing such improvements could enhance the overall player experience. Yet, an advisory note should be made: The ability to do something does not necessarily imply that it should be done.
As Eric Zimmerman aptly observes, “a game is a language” [] (p. xxv), and the visual components discussed in this paper can be considered as “words”, each carrying varying degrees of aesthetic appeal and communicative value. While the number of these components may vary, the findings of this study suggest that less is often more. The results of the study indicate that, when making design choices, it is more effective to prioritize a smaller number of high-quality visuals—especially those that convey critical information, facilitate player interaction, or support the representation of player identity—over a larger quantity of visuals that lack compelling rationale. In Zimmerman’s metaphor, a few well-chosen “words” can have a more profound impact than an entire novel composed of average language.

Author Contributions

Conceptualization, D.Č. and R.Š.; methodology, D.Č., K.H. and P.M.; formal analysis, D.Č. and R.Š.; data curation, P.M.; writing—original draft preparation, R.Š.; writing—review and editing, D.Č. and K.H.; funding acquisition, K.H. All authors have read and agreed to the published version of the manuscript.

Funding

This research was funded by the University North Grant for Research UNIN-TEH-23-1-5.

Institutional Review Board Statement

This study was conducted in accordance with the Declaration of Helsinki, and the Assessment of the Ethics Committee of University North (Assessment nr. K: 602-04/20-03/17/MIK/12 on 20 March 2017).

Data Availability Statement

The raw data supporting the conclusions of this article will be made available by the authors on request.

Conflicts of Interest

The authors declare no conflicts of interest.

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