Board Games as Media

Board Games as Media
Author: Paul Booth
Publisher: Bloomsbury Academic
Total Pages: 297
Release: 2021-01-14
Genre: Games & Activities
ISBN: 1501357174

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.

Avidly Reads Board Games

Avidly Reads Board Games
Author: Eric Thurm
Publisher: NYU Press
Total Pages: 167
Release: 2019-10-08
Genre: Biography & Autobiography
ISBN: 1479815829

Avidly Reads is a series of short books about how culture makes us feel. Founded in 2012 by Sarah Blackwood and Sarah Mesle, Avidly—an online magazine supported by the Los Angeles Review of Books—specializes in short-form critical essays devoted to thinking and feeling. Avidly Reads is an exciting new series featuring books that are part memoir, part cultural criticism, each bringing to life the author’s emotional relationship to a cultural artifact or experience. Avidly Reads invites us to explore the surprising pleasures and obstacles of everyday life. Writer and critic Eric Thurm digs deep into his own experience as a board game enthusiast to explore the emotional and social rules that games create and reveal, telling a series of stories about a pastime that is also about relationships. From the outdated gender roles in Life and Mystery Date to the cutthroat, capitalist priorities of Monopoly and its socialist counterpart, Class Struggle, Thurm thinks through his ongoing rivalries with his siblings and ponders the ways games both upset and enforce hierarchies and relationships—from the familial to the geopolitical. Like sitting down at the table for family game night, Board Games is an engaging book of twists and turns, trivia, and nostalgia.

Game Play

Game Play
Author: Paul Booth
Publisher: Bloomsbury Publishing USA
Total Pages: 265
Release: 2015-04-23
Genre: Games & Activities
ISBN: 1628927429

The 21st century has seen a board game renaissance. At a time when streaming television finds millions of viewers, video games garner billions of dollars, and social media grows ever more intense, little has been written about the rising popularity of board games. And yet board games are one of our fastest growing hobbies, with sales increasing every year. Today's board games are more than just your average rainy-day mainstay. Once associated solely with geek subcultures, complex and strategic board games are increasingly dominating the playful media environment. The popularity of these complex board games mirrors the rise of more complex cult media products. In Game Play: Paratextuality in Contemporary Board Games, Paul Booth examines complex board games based on book, TV, and film franchises, including Doctor Who, The Walking Dead, Lord of the Rings, Star Trek, The Hunger Games and the worlds of H.P. Lovecraft. How does a game represent a cult world? How can narratives cross media platforms? By investigating the relationship between these media products and their board game versions, Booth illustrates the connections between cult media, gameplay, and narrative in a digital media environment.

Board Games as Media

Board Games as Media
Author: Paul Booth
Publisher: Bloomsbury Publishing USA
Total Pages: 297
Release: 2021-01-14
Genre: Games & Activities
ISBN: 1501357182

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.

Roleplaying Games in the Digital Age

Roleplaying Games in the Digital Age
Author: Stephanie Hedge
Publisher: McFarland
Total Pages: 242
Release: 2021-02-18
Genre: Games & Activities
ISBN: 147664201X

The Digital Age has created massive technological and disciplinary shifts in tabletop role-playing, increasing the appreciation of games like Dungeons & Dragons. Millions tune in to watch and listen to RPG players on podcasts and streaming platforms, while virtual tabletops connect online players. Such shifts elicit new scholarly perspectives. This collection includes essays on the transmedia ecology that has connected analog with digital and audio spaces. Essays explore the boundaries of virtual tabletops and how users engage with a variety of technology to further role-playing. Authors map the growing diversity of the TRPG fandom and detail how players interact with RPG-related podcasts. Interviewed are content creators like Griffin McElroy of The Adventure Zone podcast, Roll20 co-creator Nolan T. Jones, board game designers Nikki Valens and Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz. These essays and interviews expand the academic perspective to reflect the future of role-playing.

Board Games in the CLIL Classroom

Board Games in the CLIL Classroom
Author: Thomai Alexiou
Publisher: Walter de Gruyter GmbH & Co KG
Total Pages: 276
Release: 2023-12-18
Genre: Language Arts & Disciplines
ISBN: 3110990911

The present book explores how modern board gaming and language teaching can be beneficially combined to achieve optimal impact. Modern board games have a lot to offer language learners and teachers, and they should play a much more significant role in what has been labelled "Content and Language Integrated Learning" or CLIL. Modern board games require cooperation, problem-solving, active discovery, interpretation and analysis. Most importantly, modern board games allow students to explore a hypothetical environment without the risk of language errors. The key ingredient of the present book is "game-based learning and teaching theory", or GBLTT, a theoretical framework which measures learning outcomes based on gaming and learning procedures. GBLTT is focused on balancing information and gameplay as well as putting a focus on the ability of each learner to retain language competence and to put their subject to realistic situations.

Rerolling Boardgames

Rerolling Boardgames
Author: Douglas Brown
Publisher: McFarland
Total Pages: 228
Release: 2020-08-28
Genre: Games & Activities
ISBN: 1476639272

Despite the advent and explosion of videogames, boardgames--from fast-paced party games to intensely strategic titles--have in recent years become more numerous and more diverse in terms of genre, ethos and content. The growth of gaming events and conventions such as Essen Spiel, Gen Con and the UK Games EXPO, as well as crowdfunding through sites like Kickstarter, has diversified the evolution of game development, which is increasingly driven by fans, and boardgames provide an important glue to geek culture. In academia, boardgames are used in a practical sense to teach elements of design and game mechanics. Game studies is also recognizing the importance of expanding its focus beyond the digital. As yet, however, no collected work has explored the many different approaches emerging around the critical challenges that boardgaming represents. In this collection, game theorists analyze boardgame play and player behavior, and explore the complex interactions between the sociality, conflict, competition and cooperation that boardgames foster. Game designers discuss the opportunities boardgame system designs offer for narrative and social play. Cultural theorists discuss boardgames' complex history as both beautiful physical artifacts and special places within cultural experiences of play.

Videogame Sciences and Arts

Videogame Sciences and Arts
Author: Nelson Zagalo
Publisher: Springer Nature
Total Pages: 282
Release: 2019-12-26
Genre: Computers
ISBN: 3030379833

This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.

On the Fringes of Literature and Digital Media Culture

On the Fringes of Literature and Digital Media Culture
Author:
Publisher: BRILL
Total Pages: 269
Release: 2018-06-05
Genre: Literary Criticism
ISBN: 9004362355

On the Fringes of Literature and Digital Media Culture offers a polyphonic account of mutual interpenetrations of literature and new media. Shifting its focus from the personal to the communal and back again, the volume addresses such individual experiences as immersion and emotional reading, offers insights into collective processes of commercialisation and consumption of new media products and explores the experience and mechanisms of interactivity, convergence culture and participatory culture. Crucially, the volume also shows convincingly that, though without doubt global, digital culture and new media have their varied, specifically local facets and manifestations shaped by national contingencies. The interplay of the common subtext and local colour is discussed by the contributors from Eastern Europe and the Western world. Contributors are: Justyna Fruzińska, Dirk de Geest, Maciej Jakubowiak, Michael Joyce, Kinga Kasperek, Barbara Kaszowska-Wandor, Aleksandra Małecka, Piotr Marecki, Łukasz Mirocha, Aleksandra Mochocka, Emilya Ohar, Mariusz Pisarski, Anna Ślósarz, Dawn Stobbart, Jean Webb, Indrė Žakevičienė, Agata Zarzycka.

Storytelling in the Modern Board Game

Storytelling in the Modern Board Game
Author: Marco Arnaudo
Publisher: McFarland
Total Pages: 233
Release: 2018-09-13
Genre: Games & Activities
ISBN: 1476669511

Over the years, board games have evolved to include relatable characters, vivid settings and compelling, intricate plotlines. In turn, players have become more emotionally involved--taking on, in essence, the role of coauthors in an interactive narrative. Through the lens of game studies and narratology--traditional storytelling concepts applied to the gaming world--this book explores the synergy of board games, designers and players in story-oriented designs. The author provides development guidance for game designers and recommends games to explore for hobby players.