Skip to content

✌🏼 Free Shipping on orders £20

Cardboard Ghosts

Cardboard Ghosts

By: Holland Amabel
Genre:
  • The arts
Regular price £48.09
Sale price £48.09 Regular price
Tax included. Shipping calculated at checkout.

Quick, only 2 items left in stock!

  • Free UK shipping on orders over £20
  • Order before 1pm for same day dispatch
Sold and shipped by SpeedyHen
Payment & Security
Payment methods
  • American Express
  • Apple Pay
  • Bancontact
  • Diners Club
  • Discover
  • Google Pay
  • Maestro
  • Mastercard
  • Shop Pay
  • Union Pay
  • Visa

Your payment information is processed securely. We do not store credit card details nor have access to your credit card information.

Cardboard Ghosts

Cardboard Ghosts

Regular price £48.09
Sale price £48.09 Regular price

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.