
Board Games as Media
Paul Booth(Author)
Bloomsbury Academic USA (Publisher)
Published on 14. January 2021
Book
Hardback
296 pages
978-1-5013-5716-9 (ISBN)
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.
Reviews / Votes
Board Games as Media is a thorough introduction to the academic study of board games, and the book showcases numerous methodological approaches to this topic. This book will appeal not only to scholars interested in board games themselves, but also scholars of adjacent fields of study, such as video games, fandom studies, and textual criticism. * Popular Culture Studies Journal * The future of media studies lies off the screen. So says Paul Booth in this excellent book on board games, the board game industry, and the designers and players who make up the scene. An essential read for anyone curious about what comes next in media and game studies and those who just yearn to roll the dice. * Aaron Trammell, Editor-in-Chief, Analog Game Studies *More details
Language
English
Place of publication
New York
United States
Publishing group
Bloomsbury Publishing Plc
Target group
College/higher education
Illustrations
21 bw illus
Dimensions
Height: 235 mm
Width: 157 mm
Thickness: 21 mm
Weight
582 gr
ISBN-13
978-1-5013-5716-9 (9781501357169)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

Paul Booth
Board Games as Media
E-Book
01/2021
1st Edition
Bloomsbury Academic USA
€28.49
Available for download
Person
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).
Content
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 Createur: 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
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 Createur: 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