Avidly Reads Board Games

Avidly Reads Board Games
Автор книги: id книги: 1910709     Оценка: 0.0     Голосов: 0     Отзывы, комментарии: 0 1670,76 руб.     (15,25$) Читать книгу Купить и скачать книгу Купить бумажную книгу Электронная книга Жанр: Биографии и Мемуары Правообладатель и/или издательство: Ingram Дата добавления в каталог КнигаЛит: ISBN: 9781479810437 Скачать фрагмент в формате   fb2   fb2.zip Возрастное ограничение: 0+ Оглавление Отрывок из книги

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Описание книги

Avidly Reads is a series of short books about how culture makes us feel. Founded in 2012 by Sarah Blackwood and Sarah Mesle, Avidly —an online magazine supported by the Los Angeles Review of Books —specializes in short-form critical essays devoted to thinking and feeling. Avidly Reads is an exciting new series featuring books that are part memoir, part cultural criticism, each bringing to life the author’s emotional relationship to a cultural artifact or experience. Avidly Reads invites us to explore the surprising pleasures and obstacles of everyday life. Writer and critic Eric Thurm digs deep into his own experience as a board game enthusiast to explore the emotional and social rules that games create and reveal, telling a series of stories about a pastime that is also about relationships. From the outdated gender roles in Life and Mystery Date to the cutthroat, capitalist priorities of Monopoly and its socialist counterpart, Class Struggle, Thurm thinks through his ongoing rivalries with his siblings and ponders the ways games both upset and enforce hierarchies and relationships—from the familial to the geopolitical. Like sitting down at the table for family game night, Board Games is an engaging book of twists and turns, trivia, and nostalgia.

Оглавление

Eric Thurm. Avidly Reads Board Games

Avidly Reads Board Games

Contents

1. Enter the Magic Circle

2. Playing Along with Complicity

3. Monopoly and Its Children

4. Can Friendship Be Stronger than War Games?

5. Legacy Games and the End of the Campaign

6. Game Night

Gameography

Acknowledgments

About the Author

Отрывок из книги

Avidly Reads

General Editors: Sarah Mesle and Sarah Blackwood

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Though the concept had been floating around for some time, designers Eric Zimmerman and Katie Salen took up the “magic circle” in their 2003 book Rules of Play, where it is broadly used to delineate between a game and the rest of life. But after years of debate, Zimmerman had to clarify his meaning and take the concept of the magic circle down a peg in a 2012 online essay about a fictional “magic circle jerk.” (Apparently a person enamored with the structural implications of the magic circle and not a euphemism for an academic conference.) Here, Zimmerman condenses the useful part of what to understand about the magic circle as a lens for thinking about games: “when a game is being played, new meanings are generated.” The magic circle is the boundary within which everyone’s behavior becomes, if not governed by the rules of whatever game everyone has agreed to play, then at least influenced by it—within the magic circle, you aren’t just your D&D character or Colonel Mustard, you’re also trying to think the way the game wants you to think, to act the way the game wants you to act.

But of course, there isn’t a one-to-one correlation between game rules and how they influence players. Unlike a video game that frequently has a set way for you to play through it and lives as code, board games require other people, and they only exist when you choose to play them. Games take on different characters in different contexts, with the same set of rules conforming themselves to a smoky party or a family dining room. This power that a board game has—the way it invites you to interact with it, to become what it wants you to become—is the central thing I’m interested in when I play games and when I think about them. It’s the main thing I want to explore here. And, obviously, it’s why my family loves Catan.

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