These games for the most part lack a player elimination mechanic. When games can last a couple of hours, players see early elimination as a failure in design. Board game designers then strive to keep everyone in the game and actively participating until the end of the game. This pairs nicely with hidden or partially hidden victory point systems.
Direct confrontation is largely replaced with competition over action selection, resources, and softer forms of territory control. Players with bad experiences of being ganged-up on are open to the competition of being the first to gobble up pools of resources, or shut out other players from taking exclusive actions.
I'm not that familiar with video games take on these ideas, but my little experience says they tend to do the opposite.