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ETC Press
The volume argues that meanings in games extend well beyond their formal rules. It treats affective structuring as essential to understanding play.
"Analog Game Studies: Volume 3" examines tabletop and analog games through the lenses of culture, ethics, emotion, and design, with the central argument that games are complex social and affective systems whose meanings extend well beyond their formal rules. Its contributions include the development of The Gift of Food with Pacific Northwest Native communities, which the authors present as a culturally responsive tool for intergenerational knowledge transfer and language revitalization. Other essays critique colonial and orientalist themes in games such as Goa, Navegador, and Advanced Dungeons & Dragons' Oriental Adventures, while analyses of Catan, the COIN series, Troubled Lands, and cooperative titles explore how mechanics produce distinct emotional networks, including meaningful sacrifice and enjoyable failure.
The volume also gives substantial attention to ruse, trust, and betrayal in games like Diplomacy and Shadows Over Camelot, to live-action role-playing through the Mixing Desk design framework, and to escape rooms and pervasive games such as Urban Codemakers, which the authors analyze through a phenomenological SOC model. Across these pieces, the volume frames affective structuring, the informal cues of aesthetics, roles, and social dynamics that accompany formal rules, as essential to understanding play, and it argues that platform studies and game scholarship must expand to account for cultural and analog-specific dimensions.
Scope is broad but uneven. Most contributions are qualitative and theoretical, drawing on playtesting, design practice, and close reading rather than large datasets, and several essays rely on small samples or the authors' own experiences. Notable quantitative references include the cited survey of roughly 300 hobby gamers on losing, a 2015 escape room operator survey, and sales figures for Catan and the COIN series. Geographically, the volume draws on North American, Nordic, Brazilian, Australian, and Indigenous contexts, and it covers games from the 1970s onward, with a strong focus on tabletop role-playing and board game design.
European Conference on Games Based Learning (ECGBL) · 2026