Abstract
This paper adopts a cultural biography perspective in examining some of the different ways board games are portrayed in the movies. It outlines the evidence base presented in appendices 1 and 2 and running to some 300 films. It identifies some of the shared linkages between board games, digital games and films and explores in more detail the role of dice, the way games shape and define character, place and time and how games help to define the past and the future.
DOI: https://doi.org/10.2478/bgs-2022-0018 | Journal eISSN: 2183-3311
Language: English
Page range: 17 - 46
Published on: Oct 13, 2022
Published by: Ludus Association
In partnership with: Paradigm Publishing Services
Publication frequency: 1 issue per year
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© 2022 Mark A. Hall, published by Ludus Association
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License.