Analog Game Studies: Volume III

Analog Game Studies: Volume III

Author: Evan Torner

Publisher: Lulu.com

Published: 2019-02-05

Total Pages: 348

ISBN-13: 0359383971

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Analog Game Studies is a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more. Analog Game Studies was founded to reserve a space for scholarship on analog games in the wider field of game studies.


Analog Game Studies: Volume I

Analog Game Studies: Volume I

Author: Aaron Trammell

Publisher: Lulu.com

Published: 2016-06-21

Total Pages: 218

ISBN-13: 1365015475

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Analog Game Studiesis a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more.Analog Game Studieswas founded to reserve a space for scholarship on analog games in the wider field of game studies."


Analog Game Studies: Volume II

Analog Game Studies: Volume II

Author: Aaron Trammell

Publisher: Lulu.com

Published: 2017-05-05

Total Pages: 264

ISBN-13: 1365640930

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Analog Game Studies is a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more. Analog Game Studies was founded to reserve a space for scholarship on analog games in the wider field of game studies.


Board Games as Media

Board Games as Media

Author: Paul Booth

Publisher: Bloomsbury Academic

Published: 2021-01-14

Total Pages: 297

ISBN-13: 1501357174

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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.


Tabletop

Tabletop

Author: Drew Davidson

Publisher: Lulu.com

Published: 2011

Total Pages: 207

ISBN-13: 1257870602

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In this volume, people of diverse backgrounds talk about tabletop games, game culture, and the intersection of games with learning, theater, and other forms. Some have chosen to write about their design process, others about games they admire, others about the culture of tabletop games and their fans. The results are various and individual, but all cast some light on what is a multivarious and fascinating set of game styles.


Role-Playing Game Studies

Role-Playing Game Studies

Author: Sebastian Deterding

Publisher: Routledge

Published: 2018-04-17

Total Pages: 905

ISBN-13: 1317268318

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This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.


Gaming the Stage

Gaming the Stage

Author: Gina Bloom

Publisher: University of Michigan Press

Published: 2018-07-10

Total Pages: 305

ISBN-13: 0472053817

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Illuminates the fascinating, intertwined histories of games and the Early Modern theater


Storytelling in the Modern Board Game

Storytelling in the Modern Board Game

Author: Marco Arnaudo

Publisher: McFarland

Published: 2018-08-28

Total Pages: 233

ISBN-13: 1476633606

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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.


Games | Game Design | Game Studies

Games | Game Design | Game Studies

Author: Gundolf S. Freyermuth

Publisher: transcript Verlag

Published: 2015-11-30

Total Pages: 291

ISBN-13: 3839429838

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How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies. With contributions by André Czauderna, Nathalie Pozzi and Eric Zimmerman.


Watch Us Roll

Watch Us Roll

Author: Shelly Jones

Publisher: McFarland

Published: 2021-07-30

Total Pages: 227

ISBN-13: 147667762X

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Actual play is a movement within role-playing gaming in which players livestream their gameplay for others to watch and enjoy. This new medium has allowed the playing of games to become a digestible, consumable text for individuals to watch, enjoy, learn from, and analyze. Bridging the gap between the analog and the digital, actual play is changing and challenging our expectations of tabletop role-playing and providing a space for new scholarship. This edited collection of essays focuses on Dungeons and Dragons actual play and examines this phenomenon from a variety of different disciplinary approaches. Authors explore how to define actual play, how fans interact with and affect the narrative and gameplay of actual play, the diversity of gamers (or lack thereof) within actual play media, and how audiences can use actual play media for more than mere entertainment.