WHO’S IN THE GAME? IDENTITY AND INTERSECTIONALITY IN CLASSIC BOARD GAMES BY TERRI TOLES PATKIN
Some board gameslikeCandy Land, Chutes & Ladders, Clue, Guess Who, The Game of Life, Monopoly, OperationandPaydayhave popularity spanning generations. But over time, updates to games have created significantly different messages about personal identity and
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Some board gameslikeCandy Land, Chutes & Ladders, Clue, Guess Who, The Game of Life, Monopoly, OperationandPaydayhave popularity spanning generations. But over time, updates to games have created significantly different messages about personal identity and evolving social values. Games offer representations of gender, sexuality, race, ethnicity, religion, age, ability and social class that reflect the status quo and respond to social change. Using popular mass-market games, this rhetorical assessment explores board design, game implements (tokens, markers, 3-D elements) and playing instructions. This book argues the existence of board games as markers of an ever-changing sociocultural framework, exploring the nature of play and how games embody and extend societal themes and values.
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