نوع مقاله : مقاله پژوهشی
موضوعات
عنوان مقاله English
نویسندگان English
Introduction: Despite the remarkable global growth of the tabletop game industry and its increasing cultural, social, and economic significance, this field in Iran continues to face limited public reception and numerous structural and institutional challenges. The absence of coherent policymaking, weaknesses in local content production, lack of educational and distribution infrastructure, and public unfamiliarity with the potential of such games are among the major barriers contributing to the stagnation of this industry in the country. The present study aims to design a theoretical model to identify the key challenges and propose strategies for the development of the tabletop game industry in Iran. Through this model, the study seeks to provide a foundation for effective policymaking, strategic planning, and the generation of indigenous knowledge in this field.
Method: This qualitative research is based on a grounded theory approach within the interpretive paradigm. It seeks to inductively derive a theory from field data collected through semi-structured interviews with 20 experts and stakeholders in the game industry, including designers, producers, publishers, researchers, policymakers, and cultural officials. Participants were selected using purposive-theoretical sampling, and after conducting 10 in-depth interviews and reaching theoretical saturation, the data were analyzed using a three-stage coding process (open, axial, and selective).
Findings: Findings indicate that the main challenges facing the development of tabletop games in Iran can be categorized into five key domains: (1) Policymaking, including poor institutional coordination, lack of a national strategy, and organizational overlap; (2) Consumption and audience culture, involving limited public knowledge of tabletop games, lack of audience cultivation, and insufficient attention to cultural preferences; (3) Content and narrative, affected by a shortage of indigenous storytelling, dependence on imported models, and the absence of meaningful local narratives; (4) Design and production, encompassing a lack of trained professionals, inadequate support systems for independent creators, and the absence of professional standards; and (5) Distribution and marketing, which suffer from underdeveloped sales infrastructure, restricted market access, and neglect of technological tools across the supply chain.
In response to these challenges, the study proposes three core strategies for transforming the industry. First, redefining the role of tabletop games within the discourse of social sciences and cultural studies, emphasizing their potential as tools for social engagement, informal education, and the strengthening of social capital-particularly through cooperative, problem-solving game design. This calls for the development of indigenous theoretical frameworks that offer alternatives to dominant international models.
Second, reforming cultural governance structures and policymaking mechanisms by establishing a centralized body, such as a “National Board Game Organization,” with clear legal authority to coordinate licensing, support local production, and formulate comprehensive cultural policies. Successful models in countries like Malaysia, which have integrated creative industries into their national development agendas, offer valuable lessons in this regard.
Third, strengthening educational and technological infrastructure, including the creation of design-focused schools and workshops, the promotion of localized storytelling, and the launch of digital platforms for sales and audience analytics-enabling more targeted production and improved market accessibility.
Conclusion: By utilizing the grounded theory method, this study endeavors to provide a conceptual and theoretical framework to better understand the current landscape, identify concrete obstacles, and formulate operational strategies for the sustainable development of the tabletop game industry in Iran. The findings may serve as a foundation for cultural policy initiatives, educational planning, and innovation in the creative industries, while also paving the way for future research on gaming and cultural governance.
کلیدواژهها English