Unboxed: Board Game Experience and Design

As its title suggests, Gordon Calleja’s Unboxed: Board Game Experience and Design, published by MIT Press in 2022, offers an exploration of player experience and the ways in which game designers work to create those experiences. Calleja draws on interviews with thirty-two leading board game designers and critics, and the inclusion of the insights of these well-known designers (alongside a wide range of scholarly material) results in a book that is extremely readable, while offering in-depth discussions of games and game design, and practical in turning these discussions towards game making and game playing.

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CFP: Apocalyptic Nostalgia? Cold War Imagery in Popular Culture

Since the end of the Cold War, its imagery, atmosphere, and music have been repeatedly appropriated and reappropriated within contemporary popular culture. More than thirty years after the Berlin Wall fell, these images continue to appeal to generations with no memory of the original tensions of the time. From the early Cold War imagery of games such as the Fallout series, or the mid-1980s backdrop of Soviet infiltration in Stranger Things, visual culture, music, and ideas from the period are constantly recycled in popular culture.

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gamesresearchnetwork
Historia Ludens: The Playing Historian

Historia Ludens explores the multiple ways in which games, history, and historians intersect and interact. The chapters examine how games (primarily videogames, but not only) represent history, as well as how play can be introduced into teaching; as the editors note in their preface, “history can be understood as a form of playing” and “playing poses intriguing methodological and theoretical potential” (p. xiii). The sixteen chapters are divided into six sections, the order of which this review follows, but it is notable that these categories are somewhat amorphous and there are numerous points of contact between papers throughout the volume.

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Mixed-Realities Playkit to help children undertake an MRI scan

An interdisciplinary team that included academics in design and health, along with radiographers at Sheffield Children's NHS Trust set about working with the digital studio, Dubit to produce a playkit to help children aged 4-10-years-old prepare for an MRI scan without a general anaesthetic. The initial R&D project funded by Innovate UK and led by MMGC member Dylan Yamada-Rice, a Senior Lecturer in Immersive Storytelling in the School of Digital Arts at Manchester Metropolitan University, produced a mixed realities playkit to help children prepare for different elements of the MRI experience. These are (1) physical play to learn about an MRI scanner, (2) augmented reality play to learn about the job of a radiographer, and (3) virtual reality play to explore the journey of having an MRI scan from entering the hospital to completion.

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gamesresearchnetwork
Games Imagining the Future: Project Update

This week we made the first of a series of visits to St Peter’s RC High School in Belle Vue where we’re working with pupils on the Game in Lab/Libellud Foundation funded ‘Games Imagining the Future’ project. The project investigates the ways in which board games might be used to support young people’s understandings of the crisis; to evaluate games as a tool through which they can explore and share their ideas about the climate crisis; and to identify the ways in which games mobilise individual or collective action.

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EventsPaul Wake