by bgacademics | Feb 16, 2024 | Eric Zimmerman, Issue 1
Note from the Editors: Eric Zimmerman is an award-winning game designer, Arts Professor and founding faculty at the NYU Game Center, and a co-founder of the Institute of Play, a nonprofit that looks at the intersection of games and learning that designed public...
by bgacademics | Feb 16, 2024 | Susan Asbury, Issue 1
An 1899 Parker Brothers game catalog ad prominently featured two Spanish–American War board games—The Battle of Manila and The Siege of Havana. The objective of each, the ad explained, was to destroy the Spanish ships: “. . . all players are Captains of war ships,...
by bgacademics | Feb 16, 2024 | Courtney Tricarichi, David Jalajas, Issue 1
Escape rooms have become a pop culture phenomenon. An escape room is a game in which a group of people must work collaboratively to solve puzzles and complete objectives to escape from the current site of the adventure (Hall, 2021). Upon entering the puzzle, the game...
by bgacademics | Feb 16, 2024 | Shawn Thorgersen, Issue 1
In the spirit of Saldaña and Omasta’s (2018) advice that researchers open with “where they’re coming from” (p. 142), I will begin by addressing my positionality as it relates to the subject of teaching and board games: I have been teaching high school English and...
by bgacademics | Feb 16, 2024 | Alexander Jacobi, Issue 1
Increasingly, story worlds of the 21st century are forged through intertextual narrative practices. From the branching texts of popular book and film franchises to the relationships between authorized and non-authorized texts (including fan fictions) that form...
by bgacademics | Feb 16, 2024 | Matthew Konerth, Issue 1
INTRODUCTION On October 23, 2020, the chess world was changed forever when The Queen’s Gambit (hereafter TQG)miniseries was released on Netflix. Set against the backdrop of Cold War era United States and Europe, TQG follows a fictitious female chess prodigy named Beth...