Playing Place: Board Games, Popular Culture, Space

Randl, Chad, Lasansky, D. Medina

  • 出版商: MIT
  • 出版日期: 2023-08-15
  • 售價: $1,580
  • 貴賓價: 9.5$1,501
  • 語言: 英文
  • 頁數: 272
  • 裝訂: Hardcover - also called cloth, retail trade, or trade
  • ISBN: 0262047837
  • ISBN-13: 9780262047838
  • 海外代購書籍(需單獨結帳)

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商品描述

An essay collection exploring the board game's relationship to the built environment, revealing the unexpected ways that play reflects perceptions of space.

Board games harness the creation of entirely new worlds. From the medieval warlord to the modern urban planner, players are permitted to inhabit a staggering variety of roles and are prompted to incorporate preexisting notions of placemaking into their decisions. To what extent do board games represent the social context of their production? How might they reinforce or subvert normative ideas of community and fulfillment? In Playing Place, Chad Randl and D. Medina Lasansky have curated a collection of thirty-seven fascinating essays, supplemented by a rich trove of photo illustrations, that unpack these questions with breadth and care.

Although board games are often recreational objects, their mythologies and infrastructure do not exist in a vacuum--rather, they echo and reproduce prevalent cultural landscapes. This thesis forms the throughline of pieces reflecting on subjects as diverse as the rigidly gendered fantasies of classic mass-market games; the imperial convictions embedded in games that position player-protagonists as conquerors establishing dominion over their "discoveries"; and even the uncanny prescience of games that have players responding to a global pandemic. Representing a thrilling convergence of historiography, architectural history, and media studies scholarship, Playing Place suggests not only that tabletop games should be taken seriously but also that the medium itself is uniquely capable of facilitating our critical consideration of structures that are often taken for granted.

商品描述(中文翻譯)

一本探討桌上遊戲與建築環境關係的論文集,揭示了遊戲如何以意想不到的方式反映對空間的認知。

桌上遊戲能夠創造全新的世界。從中世紀的軍閥到現代的城市規劃者,玩家被允許扮演各種驚人的角色,並被促使將既有的地方創造概念納入他們的決策中。桌上遊戲在多大程度上代表了其生產的社會背景?它們又如何強化或顛覆社區和滿足感的規範觀念?在《Playing Place》中,Chad Randl 和 D. Medina Lasansky 精心策劃了三十七篇引人入勝的論文,並輔以豐富的照片插圖,深入探討這些問題。

儘管桌上遊戲通常被視為娛樂物品,但它們的神話和基礎設施並非存在於真空中——相反,它們回響並重現了當前的文化景觀。這一論點貫穿於反思各種主題的文章中,包括經典大眾遊戲中僵化的性別幻想;將玩家主角定位為征服者、建立對其「發現」的統治的遊戲中所嵌入的帝國信念;甚至是那些讓玩家應對全球疫情的遊戲所展現的詭異預見性。《Playing Place》代表了歷史學、建築歷史和媒體研究學術的激動人心的交匯,這不僅表明桌上遊戲應該被認真對待,也顯示出這一媒介獨特地能夠促進我們對那些常被視為理所當然的結構的批判性思考。

作者簡介

Chad Randl is the author of A-Frame and Revolving Architecture: A History of Buildings That Rotate, Swivel, and Pivot.

D. Medina Lasansky is Professor in the Department of Architecture at Cornell University, where her research and teaching focus on the intersection of the built environment, politics, and popular culture.

作者簡介(中文翻譯)

查德·蘭德爾是《A-Frame》和《旋轉建築:旋轉、搖擺與轉動建築的歷史》的作者。D. 梅迪娜·拉桑斯基是康奈爾大學建築系的教授,她的研究和教學專注於建成環境、政治與流行文化的交集。