Review(s) of: The Measure of the Earth boardgame, by Marc Figueras, SNAFU Design, Sabadell (Catalonia, Spain), 2023. Postcard game: one sheet, colour, both sides, 105×149 mm. euro1, or free pdf at ...https://boardgamegeek.com/filepage/257782.
A striking analysis of popular board games' roots in imperialist reasoning—and why the future of play depends on reckoning with it.Board games conjure up images of innocuously enriching ...entertainment: family game nights, childhood pastimes, cooperative board games centered around resource management and strategic play. Yet in Playing Oppression, Mary Flanagan and Mikael Jakobsson apply the incisive frameworks of postcolonial theory to a broad historical survey of board games to show how these seemingly benign entertainments reinforce the logic of imperialism.Through this lens, the commercialized version of Snakes and Ladders takes shape as the British Empire's distortion of Gyan Chaupar (an Indian game of spiritual knowledge), and early twentieth-century “trading games” that fêted French colonialism are exposed for how they conveniently sanitized its brutality while also relying on crudely racist imagery. These games' most explicitly abhorrent features may no longer be visible, but their legacy still lingers in the contemporary Eurogame tendency to exalt (and incentivize) cycles of exploration, expansion, exploitation, and extermination.An essential addition to any player's bookshelf, Playing Oppression deftly analyzes this insidious violence and proposes a path forward with board games that challenge colonialist thinking and embrace a much broader cultural imagination.
The lending of board games at the library KOYAMA, Hiroko; SUGIURA, Yoshimi
The Journal of Information Science and Technology Association,
2021/08/01, 20210801, Letnik:
71, Številka:
8
Journal Article
This paper describes the background and purpose, the actual usage and response, and the operational issues of the lending of board games at the public library in the small village with a population ...of less than 4,000 people in Hokkaido.
Moves in Mind Gobet, Fernand; Retschitzki, Jean; de Voogt, Alex
2004, 20040805, 2004-03-01, 2004-08-05
eBook
Board games have long fascinated as mirrors of intelligence, skill, cunning, and wisdom. While board games have been the topic of many scientific studies, and have been studied for more than a ...century by psychologists, there was until now no single volume summarizing psychological research into board games. This book, which is the first systematic study of psychology and board games, covers topics such as perception, memory, problem solving and decision making, development, intelligence, emotions, motivation, education, and neuroscience. It also briefly summarizes current research in artificial intelligence aiming at developing computers playing board games, and critically discusses how current theories of expertise fare with board games. Finally, it shows that the information provided by board game research, both data and theories, have a wider relevance for the understanding of human psychology in general.
Ferdnand Gobet is Professor of Psychology at Brunel University, West London. He is an International Master of the International Chess Federation and has played for several years with the Swiss national team. Alex de Voogt is at the University of Leiden and Managing Editor of the journal Board Game Studies . Jean Retschitzki is Professor of Psychology at the University of Fribourg. He was elected as President of the Swiss Society of Psychology in 1998
Part 1: Introduction. Moves in Mind. Board Games and Cognitive Psychology. The Role of Board Games in Science. The Role of Board Games in Psychology. Structure of the Book. Part 2: Formal Analyses of Board Games. Fundamental Concepts. Board Games in Computer Science and Artificial Intelligence. Information and Complexity Analysis. Game Theory and the Concept of Error. Conclusion. Part 3: Theories of Board-game Psychology. A Brief History of Board-game Psychology. Theories of Chess Skill. Influences from Other Theories of Cognition. Theories of Development and Environment. Conclusion. Part 4: Perception and Categorization. Low-level Perception. High-level Perception and Categorization. Conclusion. Part 5: Memory, Knowledge, and Representations. Memory for Board Positions. Recall of Sequences of Moves and of Games. Estimation of the Number of Chunks in LTM. Mode of Representation. Representations Used in Blindfold Playing. Knowledge and Memory Schemata. Discussion. Conclusion. Part 6: Problem Solving and Decision Making. Empirical Data on Search Behaviour. Empirical Data on the Role of Perception in Problem Solving. Empirical Data on the Role of Knowledge in Problem Solving. Analogy Formation in Novice Players. Theoretical Accounts. Discussion. Conclusion. Part 7: Learning, Development and Ageing. Early Stages of Learning. Development of Play and Game Behaviour. Developmental Studies of Specific Board Games. Ageing. Conclusion. Part 8: Education and Training. Introduction. Board Game Instruction and the Transfer of Skill. Teaching the Rules and Basic Instruction. Training and Coaching at an Advanced Level. Conclusion. Part 9: Individual Differences and the Neuropsychology of Talent. Intelligence and Visuo-spatial Abilities. Personality. Emotions and Motivation. Board Games and Neuroscience. Overall Conclusion. Part 10: Methodology and Research Designs. Definitions of Expertise. Game Specificity. Illiterate Games. Ecological Validity. Cross-cultural Aspects. The Creation and Use of Archives and Databases. Observations and Natural Experiments. Interviews and Questionnaires. Introspection and Retrospection. Protocol Analysis. Standard Experimental Manipulations. Neuroscientific Approaches. Typical Research Designs. Mathematical and Computational Modelling. Weaknesses and Strengths of Methodologies Used in Board-game Research. Part 11: Conclusion. Board Game Complexity. Landscape of Board Games. Impact of Board-game Research. Future. References. Appendix 1: Rules of Board Games. Appendix 2: Measures of Expertise in Board Games. Appendix 3: Example of Protocol Analysis.
The authors conduct a broad, cross-cultural review of the literature in fields such as psychology, education, speech-language pathology, early intervention, and library science concerned with board ...games and learning in young children. They include experimenter-developed and commercial board games and children's learning in mathematics, science, and language, as well as social, emotional, and cultural understanding. The authors discuss findings related to teaching and the classroom, speech-language therapy, intervention programs, and home and community settings such as libraries. Pointing to the nascent nature of the research in many areas, they highlight how board games, especially those featuring cooperative play, can foster multidomain learning and offer promising avenues for future research. Key words: board games; learning; play, playful learning; tabletop games; young children
Science, technology, engineering, and math (STEM) focused language and interactions build a foundation for later STEM learning. This study examines the ability of the life-size math and science board ...game "Parkopolis" to foster STEM language and interaction in young children and their families. This study is part of a larger initiative called Playful Learning Landscapes that aims to create playful learning opportunities for children and families in the places they naturally go. Observational results from 562 families suggest that caregivers and children in Parkopolis demonstrated greater STEM language, engagement, interaction, and physical activity compared to a STEM focused traditional children's museum exhibit. Implications and next steps are discussed in regards to maximizing the number of families that can benefit from Parkopolis' playful STEM learning opportunities.