## 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(tm) 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 [31]. The first phase involved a visual analysis of a set of graphic elements, based on theoretical assumptions [32], and defined through the synthesis of a literature review of authors with experience in various phases of researching and designing tabletop games [14; 19; 20; 21; 22]. These elements, applied to Monopoly and UNO, are identified as follows:  
1. Visual impression;
2. Text readability;
3. Colors;
4. Illustrations;
5. Quality of game materials (physical editions);
6. User interface design (digital editions);
7. Animations (digital editions);
8. Sound and music (digital editions);
9. Board design (Monopoly only);10. Token design (Monopoly only);
11. Dice design (Monopoly only);
12. Hotel and house design (Monopoly only);
13. Currency design (Monopoly only);
14. Property cards (Monopoly only);
15. Chance and Community Chest card design (Monopoly only);
16. Size of the cards (UNO only). In the second phase, according to the theoretical assumptions [33], 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 [34]. 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(tm). 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.