ENGLISH

Board Games as Media

Book information

Publisher
Bloomsbury Academic
Year
2021
ISBN
9781501357169, 9781501357176, 9781501357206, 9781501357190
Language
english
Format
PDF
Filesize
11 MB (11567154 bytes)
Pages
\297
Time added
2023-05-22 13:30:02

Description

Leading expert Paul Booth explains the growth in popularity of board games today and unpicks what it means to read a board game, how players know what a game is communicating, what games do to us as players, and how we decide which games bring us pleasure and which are just a waste of cardboard. With little scholarly research in this still-emerging field, Board Games in the Digital Age underscores the importance and relevance of board games in the ever-evolving world of gaming. Title Page Copyright Page Contents Illustrations Acknowledgments Introduction: Board Games as Media Part One: Textual Analysis Chapter 1: Meeples, Miniatures, and CubesLudo-Textual Analyses of Board Games Chapter 2: A Depressing Choose-Your-Own AdventureThe Interactive Potentiality of Board Games Chapter 3: Colonizing Mars: Ludic Discourse Analysis Chapter 4: The Designer as Créateur: The Board Game Industry and Constructed Authorship Chapter 5: The Player as FanLudic Fandom in Board Game Cultures Part Two: Ethnographic Analysis Chapter 6: Surveying Board Game Players: Who Plays What . . . Chapter 7: . . . and Why: Examining Motivations and Popularity of Board Games Chapter 8: Cultural Studies of Games: Diversity and Inclusion in the Board Game Industry and Hobby Chapter 9: The Epic Adventure of Grundy and Trixie: An Autoethnographic Journey through Gloomhaven Conclusion: The Board Gaming Environment Appendix 1: Survey Questions Appendix 2: Data from Survey Notes References Index

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