Meeple Like Us: Busting the myths around sociological accessibility

Michael Heron (@drmichaelheron) writing in response to the feedback he receives regarding the ways in which Meeple Like Us explore socio-economic issues of accessibility in boardgames. He positions boardgames as cultural products that are not ‘free of politics’ and stresses the importance of re-considering accessibility & inclusion in design as ways to ensure that non-dominant positions (of ethnicity, socio-economic status, gender and physical ability) are not unwittingly excluded through false assumptions.

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What is the role of accessibility in the board game community?

Brandon Rollins (@BrandonGameDev) writing on the role of accessibility in the board game community. He highlights Physical Accessibility, Mental Accessibility & Social Accessibility as important areas for consideration for designers and players.

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The Mary Sue: Climbing Chutes & Ladders – The Positive Representation of Women in Board Games


Candice Huber (@nolafleurdelit) who runs @tubbyandcoos bookstore in New Orleans gives her top picks of recent boardgames that allow players to play as positive and diverse playable female characters – from The Mary Sue . Name checks go to the Pandemic series (Z-Man Games), Steam Works (Tasty Minstrel Games), Ashes (Plaid Hat Games), Legends of Andor (Thames & Kosmos), Scythe (Stonemaier Games), Monarch (Mary Flanagan LLC), Bottom of the 9th (Dice Hate Me Games).

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The Cardboard Republic: Gender Representation in Board Game Cover Art‏


Erin Ryan (@Super_EMarie) writing on her statistical analysis of the Top 100 games on BoardGameGeek between 2009-2016 – from The Cardboard Republic. She finds that you are “more likely to see a sheep on the cover of a board game box that you are to see a group of women”.

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