Board games as media

Author(s)

    • Booth, Paul

Bibliographic Information

Board games as media

Paul Booth

Bloomsbury Academic, 2021

  • : pbk

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Note

Includes bibliographical references (p. [263]-276) and index

Description and Table of Contents

Description

Leading expert Paul Booth explores the growth in popularity of board games today, and unpacks what it means to read a board game. What does a game communicate? How do games play us? And how do we decide which games to play and which are just wastes of cardboard? With little scholarly research in this still-emerging field, Board Games as Media underscores the importance of board games in the ever-evolving world of media.

Table of Contents

Introduction: Board Games as Media 1. Meeples, Miniatures, and Cubes: Ludo-Textual Analyses of Board Games 2. A Depressing Choose-Your-Own-Adventure: The Interactive Potentiality of Board Games 3. Colonizing Mars: Ludic Discourse Analysis 4. The Designer as Createur: The Board Game Industry and Constructed Authorship 5. The Player as Fan: Ludic Fandom in Board Game Cultures 6. Surveying Board Game Players: Who Plays What... 7. ...and Why: Examining Motivations and Popularity of Board Games 8. Cultural Studies of Games: Diversity and Inclusion in the Board Game Industry and Hobby 9. The Epic Adventure of Grundy and Trixie: An Autoethnographic Journey Through Gloomhaven Conclusion: The Board Gaming Environment References Appendix 1. Survey Questions Appendix 2. Data from Survey Bibliography Index

by "Nielsen BookData"

Details

  • NCID
    BC14287591
  • ISBN
    • 9781501357176
  • LCCN
    2020950077
  • Country Code
    us
  • Title Language Code
    eng
  • Text Language Code
    eng
  • Place of Publication
    New York
  • Pages/Volumes
    xii, 282 p.
  • Size
    23 cm
  • Classification
  • Subject Headings
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