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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
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 Créateur: 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
Product details
| Published | 11 Mar 2021 |
|---|---|
| Format | Paperback |
| Edition | 1st |
| Extent | 296 |
| ISBN | 9781501357176 |
| Imprint | Bloomsbury Academic |
| Illustrations | 21 bw illus |
| Dimensions | 229 x 152 mm |
| Publisher | Bloomsbury Publishing |
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