Abstract
Modern tabletop (analog) games are riding a wave of popularity being a part of "resisting the digital” trend. First of all, imaginary worlds of media franchises become represented in tabletop games with their specific ways of creating interactive narrative and gaming algorithms. Secondly, tabletop games address complicated issues and concepts of today’s world. The authors aim to examine specific ways of representing violence in tabletop games, with plots already employed by pieces of different types of media. The authors believe that the hybrid nature of modern tabletop (analog) games involves a hybrid methodology, including phenomenology, hermeneutics, procedural rhetoric, the ideas of R.Kayua, M.Wolf, L.Manovich. The concept of violence is analyzed with reference to V. Podoroga, А. Usmanova, S. Zizek, V. Benjamin. The result of the study is a comprehensive description of the representation of violence in board-themed games. The authors argue that violence is represented in tabletop games at several levels and in different forms: narrative violence, visual violence, symbolic violence, etc. The study indirectly confirms the non-autonomy of the game process, the dependence of the game narrative on the experience of acquaintance with the "imaginary world.”
 Keywords: media theory, game studiеs, boardgames, tabletop games, violence
Highlights
The place of games in the world of art and aesthetics raises many questions
Whereas in new media theory gaming narrative is reduced to algorithm
The authors suppose that violence representation in tabletop games can be considered at three levels: First level deals with theWorld -- Players -- Game'' interrelatedness which falls into three pair connections that should be properly described before integration: 1) Game --- World
Summary
The place of games in the world of art and aesthetics raises many questions. On the Selection and Peer-review under the responsibility of the 4th СTPE 2019 Conference Committee.one hand, media theory and philosophy recognize games as their study subject and admit the important role of gaming skills in the structure of post-literacy. The place of games in the world of art and aesthetics raises many questions. On the Selection and Peer-review under the responsibility of the 4th СTPE 2019 Conference Committee. One hand, media theory and philosophy recognize games as their study subject and admit the important role of gaming skills in the structure of post-literacy. Games still develop on the sidelines of art. They certainly are cultural artifacts, or even`culturally conditioned artifacts'', as Hans-Joachim Backe puts it [1]. That makes games difficult to study: cultural conditioning implies the analysis of subtexts and allusions. Whereas in new media theory gaming narrative is reduced to algorithm
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