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"GAMES Board."
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Across the board : how games make us human
\"In Across the Board, tabletop game aficionado Tim Clare takes us through that history and across those civilizations. We learn how the same games emerge over and over and how they've evolved and spread, as well as about the contemporary culture of gaming. With rousing enthusiasm, Tim explores games as familiar to us as Monopoly or chess, as niche as Magic: The Gathering, and as unexpected as the Japanese poetry-matching card game karuta. We learn about games as recreation and as ritual, and above all, we see how they can be a way for us to come together--because of all the things that make us human, there's nothing quite so set up for connection as sharing a round of cards or the roll of a d20. Told with fantastic wit and great love for the subject, Tim Clare's Across the Board is a book for all of us, from the tic-tac-toe players to the dungeon masters and back again\"--Provided by publisher.
The effectiveness of intervention with board games: a systematic review
by
Noda, Shota
,
Shirotsuki, Kentaro
,
Nakao, Mutsuhiro
in
Attention deficit hyperactivity disorder
,
Behavioral Sciences
,
Board game
2019
To examine the effectiveness of board games and programs that use board games, the present study conducted a systematic review using the PsycINFO and PubMed databases with the keywords “board game” AND “trial;” in total, 71 studies were identified. Of these 71 studies, 27 satisfied the inclusion criteria in terms of program content, intervention style, and pre–post comparisons and were subsequently reviewed. These 27 studies were divided into the following three categories regarding the effects of board games and programs that use board games: educational knowledge (11 articles), cognitive functions (11 articles), and other conditions (five articles). The effect sizes between pre- and post-tests or pre-tests and follow-up tests were 0.12–1.81 for educational knowledge, 0.04–2.60 and − 1.14 – − 0.02 for cognitive functions, 0.06–0.65 for physical activity, and − 0.87 – − 0.61 for symptoms of attention-deficit hyperactivity disorder (ADHD). The present findings showed that, as a tool, board games can be expected to improve the understanding of knowledge, enhance interpersonal interactions among participants, and increase the motivation of participants. However, because the number of published studies in this area remains limited, the possibility of using board games as treatment for clinical symptoms requires further discussion.
Journal Article
Your turn! : the guide to great tabletop game design
by
Rogers, Scott, author
in
Board games Design and construction.
,
Board games Handbooks, manuals, etc.
,
Adventure games.
2024
\"Whether you are a novice or experienced pro, this easy-to-follow guide to designing board games is for you! In Your Turn! The Guide to Great Tabletop Game Design, veteran game designer Scott Rogers--creator of tabletop games including Rayguns and Rocketships, Pantone the Game and ALIEN: Fate of the Nostromo--delivers a practical walkthrough to help YOU create over a half-dozen game prototypes, including dice, card, euro, miniature, and party games. The book is packed with easy-to-follow instructions, charming illustrations, and hands-on lessons based on the author's proven knowledge and experience. And once you've made your game, Your Turn! will teach you how to prepare, pitch and sell it whether through crowdfunding or a publisher.\"--Amazon.com
Playful Identities : The Ludification of Digital Media Cultures
in
Film & Video
2015
In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital cartographies, the combined essays form a groundbreaking volume that features the most recent insights in play and game studies, media research, and identity studies.
Special series on “effects of board games on health education and promotion” board games as a promising tool for health promotion: a review of recent literature
2019
Board games are played by moving game pieces in particular ways on special boards marked with patterns. To clarify the possible roles of board game use in psychosomatic medicine, the present review evaluated studies that investigated the effects of this activity on health education and treatment. A literature search conducted between January 2012 and August 2018 identified 83 relevant articles; 56 (67%) targeted education or training for health-related problems, six (7%) examined basic brain mechanisms, five (6%) evaluated preventative measures for dementia or contributions to healthy aging, and three (4%) assessed social communication or public health policies. The results of several randomized controlled trials indicated that the playing of traditional board games (e.g., chess, Go, and Shogi) helps to improve cognitive impairment and depression, and that the playing of newly developed board games is beneficial for behavioral modifications, such as the promotion of healthy eating, smoking cessation, and safe sex. Although the number of studies that have evaluated board game use in terms of mental health remains limited, many studies have provided interesting findings regarding brain function, cognitive effects, and the modification of health-related lifestyle factors.
Journal Article
It's all a game : the history of board games from Monopoly to Settlers of Catan
\"Board games have been with us longer than even the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It's All a Game, British journalist and renowned games expert Tristan Donovan opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games have captured hearts and minds all over the world for generations\"-- Provided by publisher.
Shinfuseki: Go’s Modern Revolution?
by
Rapley, Ian
2025
In the autumn of 1933, two young go players, Kitani Minoru and Go Seigen, launched a revolutionary change in the game’s opening style. Initially controversial, shinfuseki as the style came to be known, attracted amateur and professional players alike and helped to reshape the way that the game was played. This has come to be seen as a modernist revolution, stressing speed, scale, and the center of the board over slower, more piecemeal approaches which had predominated. However, I argue that database analysis of the games which were played at the time, as well as textual analysis of contemporary writing, reveals a more complex trajectory. While shinfuseki can indeed be seen as a strategic part of a broader modernization of the game of go, interpreting it requires nuance. Firstly, Kitani and Go’s innovations were built upon a foundation of other players’ experiments: while 1933 was certainly seen at the time as a moment of dramatic change, it was one that had been some time in coming. Secondly, the aim of their experiments was cast not in terms of speed and scale and the center of the board (as has since tended to be the prevailing interpretation), but balance and harmony and by reference to an East Asian classic, the doctrine of the mean. Ultimately, the significance of 1933 as a turning point was less grounded in specific moves than in the emergence of a greater sense of freedom to experiment.
Journal Article
Board games : throughout the history and multidimensional spaces
\"Key Features: -Versatility, inspiration, innovations: From history to mathematics and game theory -The book offers ten different new hypotheses related to both, the mathematics and history\"-- Provided by publisher.
Coin-Operated Americans
2015
Video gaming: it's a boy's world, right? That's what the industry wants us to think. Why and how we came to comply are what Carly A. Kocurek investigates in this provocative consideration of how an industry's craving for respectability hooked up with cultural narratives about technology, masculinity, and youth at the video arcade.
From the dawn of the golden age of video games with the launch of Atari'sPongin 1972, through the industry-wide crash of 1983, to the recent nostalgia-bathed revival of the arcade,Coin-Operated Americansexplores the development and implications of the \"video gamer\" as a cultural identity. This cultural-historical journey takes us to the Twin Galaxies arcade in Ottumwa, Iowa, for a close look at the origins of competitive gaming. It immerses us in video gaming's first moral panic, generated by Exidy'sDeath Race(1976), an unlicensed adaptation of the filmDeath Race 2000. And it ventures into the realm of video game films such asTronandWarGames, in which gamers become brilliant, boyish heroes.
Whether conducting a phenomenological tour of a classic arcade or evaluating attempts, then and now, to regulate or eradicate arcades and coin-op video games, Kocurek does more than document the rise and fall of a now-booming industry. Drawing on newspapers, interviews, oral history, films, and television, she examines the factors and incidents that contributed to the widespread view of video gaming as an enclave for young men and boys.
A case study of this once emergent and now revived medium became the presumed enclave of boys and young men,Coin-Operated Americansis history that holds valuable lessons for contemporary culture as we struggle to address pervasive sexism in the domain of video games-and in the digital working world beyond.