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Who's in the Game?: Identity and Intersectionality in Classic Board Games
Paperback

Who’s in the Game?: Identity and Intersectionality in Classic Board Games

$109.99
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This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.

Some board games-like Candy Land, Chutes & Ladders, Clue, Guess Who, The Game of Life, Monopoly, Operation and Payday–have popularity spanning generations. But over time, updates to games have created significantly different messages about personal identity and evolving social values. Games offer representations of gender, sexuality, race, ethnicity, religion, age, ability and social class that reflect the status quo and respond to social change.

Using popular mass-market games, this rhetorical assessment explores board design, game implements (tokens, markers, 3-D elements) and playing instructions. This book argues the existence of board games as markers of an ever-changing sociocultural framework, exploring the nature of play and how games embody and extend societal themes and values.

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MORE INFO
Format
Paperback
Publisher
McFarland & Co Inc
Country
United States
Date
30 November 2020
Pages
249
ISBN
9781476676913

This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.

Some board games-like Candy Land, Chutes & Ladders, Clue, Guess Who, The Game of Life, Monopoly, Operation and Payday–have popularity spanning generations. But over time, updates to games have created significantly different messages about personal identity and evolving social values. Games offer representations of gender, sexuality, race, ethnicity, religion, age, ability and social class that reflect the status quo and respond to social change.

Using popular mass-market games, this rhetorical assessment explores board design, game implements (tokens, markers, 3-D elements) and playing instructions. This book argues the existence of board games as markers of an ever-changing sociocultural framework, exploring the nature of play and how games embody and extend societal themes and values.

Read More
Format
Paperback
Publisher
McFarland & Co Inc
Country
United States
Date
30 November 2020
Pages
249
ISBN
9781476676913