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.
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.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Paul Booth is Professor of Communication at DePaul University, USA. He is the author of Watching Doctor Who (2020, with Craig Owen Jones), Crossing Fandoms (2016), Digital Fandom 2.0 (2016), Game Play (2015), Playing Fans (2015), Time on TV (2012), and Digital Fandom (2010). He has edited Companion to Media Fandom and Fan Studies (2018), Seeing Fans (2016, with Lucy Bennett), Controversies in Digital Ethics (2016, with Amber Davisson), and Fan Phenomena: Doctor Who (2013).
Inhaltsangabe
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
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
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