Board games as media
Author(s)
Bibliographic Information
Board games as media
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"