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Analog Game Studies
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- Postcards from the 2025 BIPOC Game Studies Conference
Dec 8, 2025 · original
This collaborative essay brings together seven participants to reflect on their observations and experiences at the 2025 BIPOC Game Studies Conference at The Strong National Museum of Play in Rochester, NY. The conference ran from September 12-14, 2025, and according to the conference website, is an event dedicated to exploring the intersection of gaming culture, technology, and the experiences of BIPOC communities worldwide. Our aim is to provide a space for scholars, game developers, industry professionals, and enthusiasts to engage in critical discussions, share research findings, and foster collaboration in the field. This conference brings together peer-reviewed research from leading academics, perspective from industry and fosters community among consumers, game-makers and academia. * * * Figure 1: The front entrance to The Strong National Museum of Play. Photo by Shelly Jones. Use - Getting in Good Troubles with Mancala
Dec 8, 2025 · original
On March 1, 2020, John Lewis, a United States congressman and Civil Rights hero encouraged a crowd in Selma, Alabama to “speak up, speak out, get in the way. Get in good trouble, necessary trouble…” Getting in “good trouble” means interrogating and questioning the status quo to achieve necessary changes. We draw on Lewis’s “get in good trouble” to interrogate the name “mancala,” which is a generic term often employed in scholarship and literature to refer to classic African board games. Our interrogation of the generic term “mancala,” here employed to discuss classic African board games in board game studies, is informed by a decolonial perspective on knowledge and knowledge building. Contemporary scholars acknowledge the historical interconnection of colonization with research. Decolonization is a process that results in the intellectual, psychological, and physical liberation of the co - Defining the Miniatures Wargame: Five Pillars
Dec 8, 2025 · original
Miniatures wargaming is underrepresented within game studies, lacking a settled, cohesive definition. My goal is to start the process of defining miniatures wargame rather than providing the final word. As such, I suspect that other scholars will iterate upon this document, and I welcome that ongoing scholarly conversation. Below I present five theses, derived from autoethnographic and ethnographic methods. In addition to being a lifelong miniatures wargamer, I conducted a qualitative study of miniatures production in Nottingham to assess workers’ motivations for choosing the form as both hobby and work. I locate five primary pillars which define miniatures wargaming as a form. These are the singular importance of the table, the use of non-discrete movement, the order of operations in play, the use of bricolage, and the centrality of production. I rely heavily on the work of Meriläinen, - Transmediation and the Marvel Super Heroes RPG
Sep 22, 2025 · original
Introduction: How Rules Mediate Transmedia Narrative in TTRPGs Tabletop roleplaying games (TTRPGs) remediate and remix various media and genres, and they are often part of larger transmedia storytelling projects. As Paul Booth explains, “Transmediation of games requires both the active participation of the audience as well as recognition of key attributes of the core medium.” Though Booth was speaking specifically about board game adaptations of The Walking Dead franchise, the same principle applies to roleplaying games. Roleplaying games, however, offer a different set of media and narrative affordances and constraints than board games. Consequently, a close reading of the “the key attributes of the core medium” is warranted. Scholars have considered the materiality and positionality of board games as media, studied TTRPGs’ intersections with transmedia storytelling, their mediatizatio - Approaching Controversial Conflicts: Tabletop Simulations as Museums
Sep 22, 2025 · original
Introduction Historical simulation and games-based learning have demonstrated over the last two decades that they are mediums that support learning about the peoples of the past. In ways, they are pedagogical tools that are relatively more effective in cognitive and affective gains in students when compared to traditional and more passive mediums such as books, film and TV. But there is a dearth of simulations and games that deal with recent and harrowing periods of history such as the Troubles of Northern Ireland. Often it is the negative and less serious connotations attached to the term ‘game’ that suggests that this medium is inappropriate for serious and sympathetic study. Furthermore, the field of conflict studies often demonstrates a reluctance to engage with controversial periods of history—particularly those in which violence was directed at civilian populations rather than conf - The Case for Chaos: Leveraging Contingency in Taskmaster and in Mental Health
Sep 22, 2025 · original
“Make the best picture in the sand of a former Taskmaster contestant using one of these implements. You must roll the dice to choose your implement. Nothing but air may touch the sand at any point. You have 10 minutes, your time starts as soon as you have rolled the dice.” Iain Stirling starts by rolling a four. He grabs the set of bellows that his roll assigns and begins to blow the sand around in a sandbox. Joe Thomas rolls a six and grabs the corresponding longhorn. Paul Sinha claims a small, motorized fan used for inflating air mattresses due to his two. Sian Gibson rolls a three and grabs her panpipes. Lou Sanders rolls a six, inspects her longhorn and looks at it with concern… then she rolls again. Then a third time. She continues to roll until she gets her desired two, and its corresponding motorized mattress inflator. The unpredictable elements that we face in our social lives, o - 80 Games with 20 Students: A Review and Case Study
Sep 22, 2025 · original
Du Sautoy, Marcus. Around the World in Eighty Games. New York: Hachette Book Group, 2023. 369 pages, Paperback w/ color illustrations. ISBN 978-1-66-863312-0 Around the World in Eighty Games (hereafter Eighty Games ), published in October 2023, is the latest popular mathematics book by Marcus Du Sautoy, who is the Simonyi Professor for the Public Understanding of Science at the University of Oxford, a fellow of New College, Oxford, and a Fellow of the Royal Society. As the title suggests, the book consists of 80 essays focusing on games and topics in gaming. Du Sautoy is an award-winning mathematician and a communicator of science, having earned honors from the Royal Society both for original research in theoretical mathematics and for popular communication of mathematics and science. This contribution to popular ludology continues his efforts in popular math and science communication an - A Queer OS Powered by the Apocalypse: Feminist Platforms and TTRPG Engines
Jul 4, 2025 · original
Since its release in 2010, the post-apocalyptic tabletop role-playing game (TTRPG) Apocalypse World by Vincent Baker and Meguey Baker has inspired hundreds of games, hacks, homebrews, and playbooks under an umbrella now known as Powered by the Apocalypse ( PbtA). TTRPG enthusiasts and players commonly refer to PbtA as a game engine, and for good reason: PbtA games use a common set of mechanics, rules, and design principles to tell stories in a vast array of genres and worlds, ranging from teen monster drama ( Monsterhearts ) to space sci-fi ( Impulse Drive) to emotive cyberpunk ( The Veil ) (fig. 1). In this essay I take the idea that PbtA is a game engine seriously, arguing that it embodies feminist principles of platform design and provokes digital game engines to incorporate human input and computation in new and different ways. In doing so, I bring three fields into dialogue: game en - Fluid Dynamics: Precarity and Porousness in Ecological Solo Journaling Games
Jul 4, 2025 · original
Content warning: Trauma, precarity, self harm, climate change anxiety. Introduction: Solo Journaling Games as Critical Intervention The game tells me I probably will not survive, and I do not the first time I play. Instead, I go insane, destroy all the equipment I need to stay alive, and die a horrible and unrecorded death, alone and afraid, drowned, suffocated, and crushed to death in my tiny bathysphere hundreds of meters out of reach of sunlight. In this article, I detail key experiences in my playthroughs of two solo journaling games that engage explicitly with environmental themes and use them to model material interventions into queer theory. In the first game, The Crushing Dark: A Solo Journaling RPG (2021), I explore the fragility of subjecthood by documenting my player character’s (PC) attempts to maintain the integrity of a bathysphere against an inhospitable, albeit beautiful, - Is There Room for Queer Chaos at Yazeba’s?
Jul 4, 2025 · original
Cozy Aesthetics and Queer Domesticities “Once upon a time, the world was cruel, and there was a witch who knew it well. And so, she sold her heart away and built a house in the woods where the world could never find her.” Yazeba’s Bed and Breakfast (Possum Creek Games) by Jay Dragon and M Veselak begins with these words and presents a game focused on found family and queer domesticity in a whimsically detailed world. Each session revolves around small acts of care and chaos inside a magical, liminal home. Yazeba’s does this structurally and narratively through a legacy-style, slice-of-life system set in a magical, ever-changing house populated by a rotating cast of characters called Residents. The game owner is called “the Concierge,” who is described as a facilitator and narrator rather than a game master. The game is composed of standalone chapters that can be played in any order with
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