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    Cardboard Ghosts: Using Physical Games to Model and Critique Systems

    Cardboard Ghosts by Holland, Amabel;

    Using Physical Games to Model and Critique Systems

    Series: CRC Press Guides to Tabletop Game Design;

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    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
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    Product details:

    • Edition number 1
    • Publisher CRC Press
    • Date of Publication 27 January 2025

    • ISBN 9781032813448
    • Binding Paperback
    • No. of pages124 pages
    • Size 229x152 mm
    • Weight 230 g
    • Language English
    • 682

    Categories

    Short description:

    This book explores both the capabilities and limitations of overtly political board games to model systems and make arguments. Holland draws connections to computer games, literature, theatre, television, music, film, and her own life, framing board games as an achingly human art form, albeit one still growing into its full potential.

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    Long description:

    Games can be used to model systems because they are themselves systems. Video games handle this under the hood and teach you as you play, but because board games are operated manually, and require the player to understand the system beforehand, they can be a valuable tool for recognizing, understanding, and critiquing real-world systems, including systems of oppression. These systems, often unseen and misunderstood, haunt our world. Board games turn these ghosts into pieces of cardboard we can see, touch, and manipulate.


    Cardboard Ghosts: Using Physical Games to Model and Critique Systems explores both the capabilities and limitations of overtly political board games to model systems and make arguments. Two major approaches are considered and contrasted: one, built around immersion and identification, creates empathy. The other, applying the Verfremdungseffekt to distance the player from the game, creating space for reflection. Uncomfortable questions of player roles and complicity when modelling oppressive systems are examined.


    Throughout this book, board game designer Amabel Holland draws connections to computer games, literature, theatre, television, music, film, and her own life, framing board games as an achingly human art form, albeit one still growing into its full potential. Anyone interested in that potential, or in the value of political art in today?s world, will find many provocative and enriching ideas within.


    Key Features:



    • Surveys the history of commercial board games as a polemical and persuasive form

    • Explores games existing at the edges of the industry that push the boundaries of what games can do and be

    • Grapples with the ethical and moral considerations of simulating real-world horrors

    • Provides a case study of the author?s influential game This Guilty Land

    • Lively prose and personal anecdotes makes complicated theory digestible for a wide audience


    "If you're into understanding systems or helping other people understand systems?especially systems of oppression, you should definitely check this one out. Highly recommended.?  ? Matt Leacock, designer of Pandemic

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    Table of Contents:

    Acknowledgements


    Author Biography


     


    01. Stories and Systems


     


    02. Mechanical Metaphors


    Systems and Synthesis


    Little Sisters and Cellar Doors


    The Stones of Turncoats


    The Hidden Models of Computer Games


    System Knowledge is System Mastery


    Cognitive Loads


    Primitive Polemics


     


    03. The Paper Time Machine


    History of Professional Wargaming


    Avalon Hill and the Birth of Commercial Wargaming


    Jim Dunnigan and the Paper Time Machine


    Mechanical Complexity in Wargames


     


    04. Wargaming as Technique


    Games as Arguments


    Kubrick?s Two Golden Eagles


    The Wargaming of Root


    Objectivity in Modeling


    Complicity is Required for Systemic Modeling


     


    05. Immersion and Identity


    Identities


    Roles as Empty Avatars


    Roles as Opportunities for Exploration


    Roles in Historical Games


    Detail and Texture


    My Favorite Story


     


    06. Agency and Viewpoint


    A Thing That Happens To You


    Pax Porfiriana and Pax Pamir


    Viewpoint and Horror in Meltwater


    Ordinary Complicity and Fancy Hats


    Complicity in John Company


    Ethical Considerations of Immersion


     


    07. Alienation and Distance


    Limits of Immersion


    Too Close To The Gears


    The Verfremdungseffekt


    The V-Effect in Mother Courage


    Media Literacy


    Nonhierarchical Art and the Monoform


    Alienation in Board Games


     


    08. This Guilty Land


    The Concept


    Modeling Civility and Compromise


    Modeling a Broken Legislature


    Distancing Players From Roles


    Working Against Texture


    Working Against Flow


    Emotional Texture


    Limits of Alienation


     


    09. Challenges and Hopes


    Useful Doubts


    Ethical Challenges


    Practical Challenges


    Political Art is a Custard Pie


    The Future


     


    Index

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