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  • Board Games as Media

    Board Games as Media by Booth, Paul;

      • GET 20% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice GBP 95.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        48 079 Ft (45 790 Ft + 5% VAT)
      • Discount 20% (cc. 9 616 Ft off)
      • Discounted price 38 464 Ft (36 632 Ft + 5% VAT)

    48 079 Ft

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    Availability

    printed on demand

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Publisher Bloomsbury Academic
    • Date of Publication 14 January 2021
    • Number of Volumes Hardback

    • ISBN 9781501357169
    • Binding Hardback
    • No. of pages296 pages
    • Size 228x152 mm
    • Weight 567 g
    • Language English
    • Illustrations 21 bw illus
    • 162

    Categories

    Long 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.

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    Table of Contents:

    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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