Description

Book Synopsis

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 so

Trade Review
Readers, whether they are game scholars, game designers, or keen players, will likely find much of interest in what is both an academically interesting and practical set of essays." - Manchester Game Studies Network

Table of Contents

  • Acknowedgments
  • Introduction
  • Douglas Brown and Esther ­MacCallum-Stewart
  • Themes
  • Playing for Time (Paul Booth)
  • Collaborative Games Redux: New Lessons from the Past
  • 10 Years (José P. Zagal)
  • Twilight Struggle, or: How We Stopped Worrying About the Hexagons (Giaime Alonge and Riccardo Fassone)
  • Systems Materially Mediated: Boardgames as Interactive Media
    and Mediated Communication (Joe A. Wasserman)
  • More Than the Sum of Their Bits: Understanding the Gameboard and Components (Melissa J. Rogerson, Martin Gibbs and Wally Smith)
  • A Mixed Blessing? Exploring the Use of Computers to Augment and Mediate Boardgames (Karl Bergström and Staffan Björk)
  • Experiences
    Gamifying Salvation: Gyan Chaupar Variants as Representations of (Re)Births and Lives (Souvik Mukherjee)
  • Guilt Trips for the Cardboard Colonialists: The Function of Procedural Rhetoric and the Contact Zone in Archipelago (Dean Bowman)
  • Playing Games, Splitting Selves (C. Thi Nguyen)
  • Ideologies Narrative Machines: A Ludological Approach to Narrative Design
  • (Malcolm Ryan, Robin Dixon and Esther ­MacCallum-Stewart)
  • Designing Analog Learning Games: Genre Affordances, Limitations and ­Multi-Game Approaches (Owen Gottlieb and Ian Schreiber)
  • About the Contributors
  • Index

Rerolling Boardgames

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A Paperback by Esther MacCallum-Stewart

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    Publisher: McFarland & Co Inc
    Publication Date: 1/10/2020 12:09:00 AM
    ISBN13: 9781476670799, 978-1476670799
    ISBN10: 147667079X

    Description

    Book Synopsis

    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 so

    Trade Review
    Readers, whether they are game scholars, game designers, or keen players, will likely find much of interest in what is both an academically interesting and practical set of essays." - Manchester Game Studies Network

    Table of Contents

    • Acknowedgments
    • Introduction
    • Douglas Brown and Esther ­MacCallum-Stewart
    • Themes
    • Playing for Time (Paul Booth)
    • Collaborative Games Redux: New Lessons from the Past
    • 10 Years (José P. Zagal)
    • Twilight Struggle, or: How We Stopped Worrying About the Hexagons (Giaime Alonge and Riccardo Fassone)
    • Systems Materially Mediated: Boardgames as Interactive Media
      and Mediated Communication (Joe A. Wasserman)
    • More Than the Sum of Their Bits: Understanding the Gameboard and Components (Melissa J. Rogerson, Martin Gibbs and Wally Smith)
    • A Mixed Blessing? Exploring the Use of Computers to Augment and Mediate Boardgames (Karl Bergström and Staffan Björk)
    • Experiences
      Gamifying Salvation: Gyan Chaupar Variants as Representations of (Re)Births and Lives (Souvik Mukherjee)
    • Guilt Trips for the Cardboard Colonialists: The Function of Procedural Rhetoric and the Contact Zone in Archipelago (Dean Bowman)
    • Playing Games, Splitting Selves (C. Thi Nguyen)
    • Ideologies Narrative Machines: A Ludological Approach to Narrative Design
    • (Malcolm Ryan, Robin Dixon and Esther ­MacCallum-Stewart)
    • Designing Analog Learning Games: Genre Affordances, Limitations and ­Multi-Game Approaches (Owen Gottlieb and Ian Schreiber)
    • About the Contributors
    • Index

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