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  • Produktbild: Board Games as Media
  • Produktbild: Board Games as Media

Board Games as Media

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Beschreibung

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...

Beschreibung

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.

Produktdetails

Einband

Gebundene Ausgabe

Erscheinungsdatum

14.01.2021

Abbildungen

21 bw illus

Verlag Bloomsbury Academic

Produktdetails

Einband

Gebundene Ausgabe

Erscheinungsdatum

14.01.2021

Abbildungen

21 bw illus

Verlag Bloomsbury Academic
Seitenzahl

296

Maße (L/B/H)

23,5/15,7/2,1 cm

Gewicht

582 g

Sprache

Englisch

ISBN

978-1-5013-5716-9

Herstelleradresse

Libri GmbH
Europaallee 1
36244 Bad Hersfeld
DE

Email: gpsr@libri.de

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Die Leseprobe wird geladen.
  • Produktbild: Board Games as Media
  • Produktbild: Board Games as Media
  • 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 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