This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games.
Author: Stewart Woods
"This book chronicles the evolution of tabletop hobby gaming, explores why hobbyists play eurogames, how players balance the structure of competitive play with the demands of an intimate social gathering, and to what extent the social context of the gameencounter shapes the playing experience. This innovative work highlights a popular alternative trend in the gaming community"--
There exists in the world today a game design movement called eurogame design. Its roots run back to the 1960s, ... Anecdotally speaking, eurogames tend to be accessible games that privilege the role of mechanics over theme in gameplay.
Author: Stewart Woods
Category: Games & Activities
While board games can appear almost primitive in the digital age, eurogames—also known as German-style board games—have increased in popularity nearly concurrently with the rise of video games. Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.
Eurogame. as. Heterotopia. Devin Wilson In a 1967 lecture, Michel Foucault stated: In the mirror, ... And in this essay I will argue that German-style boardgames (or “eurogames”) offer heterotopias similar to the mirror Foucault uses as ...
Author: Aaron Trammell
Analog Game Studies is a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more. Analog Game Studies was founded to reserve a space for scholarship on analog games in the wider field of game studies.
CASE 2: THE EUROGAME SENSIBILITY IN THE COLLEGE CLASSROOM German-style board games—often called “Eurogames” by those who play and collect them—have achieved remarkable worldwide popularity in the last three decades.
Author: Myae Han
Publisher: Hamilton Books
Educators have long been pursuing and applying ways that play can be a context and even a medium for teaching and learning. Volume 15 of Play & Culture Studies focuses on the special topic on Play and Curriculum, a long waited topic to many educators and researchers in the field of play and education. This volume includes chapters reporting recent studies and practical ideas examining the relations between the play and curriculum from early education to higher education. The volume has 3 sections with the 9 chapters grouped to represent various voices on play and curriculum: in Culture, in STEM, in Higher Education. The uniqueness of this book is represented by its breadths and depths of diversity from investigating play and curriculum in an indigenous group in Columbia to play in a New York City Public school and from play and curriculum in a Family Child Care context to the uses of play with college students.
Hobby games are further subdivided into different types: wargames, role-play games, collectible card games, eurogames , and American games or Ameritrash . Similarly, Parlett  classified board games according to production ...
Author: Nelson Zagalo
Publisher: Springer Nature
This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.
This essay will engage with criticisms that have arisen around prevalent themes in Eurogames in particular.1 Eurogames as a genre are characterized by thin themes and elegant mechanics, typically focusing on economic development and ...
As my survey demonstrated, one of the most popular types of games on the market today is the Eurogame, a largely abstract game with indirect player interaction. Eurogames are so called because they emerged from Europe, largely Germany; ...
Author: Paul Booth
Publisher: Bloomsbury Publishing USA
Category: Games & Activities
Leading expert Paul Booth explores the growth in popularity of board games today, and unpacks what it means to read a board game. What does a game communicate? How do games play us? And how do we decide which games to play and which are just wastes of cardboard? With little scholarly research in this still-emerging field, Board Games as Media underscores the importance of board games in the ever-evolving world of media.
The term “Eurogame” as understood by Woods refers to a set of generic characteristics found in post- war, ... We sought to use particular characteristics for Eurogames, as we knew some would not serve our design goals.
Author: Douglas Brown
Category: Games & Activities
Despite the advent and explosion of videogames, boardgames--from fast-paced party games to intensely strategic titles--have in recent years become more numerous and more diverse in terms of genre, ethos and content. The growth of gaming events and conventions such as Essen Spiel, Gen Con and the UK Games EXPO, as well as crowdfunding through sites like Kickstarter, has diversified the evolution of game development, which is increasingly driven by fans, and boardgames provide an important glue to geek culture. In academia, boardgames are used in a practical sense to teach elements of design and game mechanics. Game studies is also recognizing the importance of expanding its focus beyond the digital. As yet, however, no collected work has explored the many different approaches emerging around the critical challenges that boardgaming represents. In this collection, game theorists analyze boardgame play and player behavior, and explore the complex interactions between the sociality, conflict, competition and cooperation that boardgames foster. Game designers discuss the opportunities boardgame system designs offer for narrative and social play. Cultural theorists discuss boardgames' complex history as both beautiful physical artifacts and special places within cultural experiences of play.
30th Australasian Joint Conference, Melbourne, VIC, Australia, August 19–20, 2017, Proceedings Wei Peng, Damminda Alahakoon, Xiaodong Li. Exploring the Use of Case-Based Reasoning to Play Eurogames Michael Woolford and Ian Watson(&) ...
Author: Wei Peng
This book constitutes the refereed proceedings of the 30th Australasian Joint Conference on Artificial Intelligence, AI 2017, held in Melbourne, VIC, Australia, in August 2017. The 29 full papers were carefully reviewed and selected from 58 submissions. This volume covers a wide spectrum of research streams in artificial intelligence ranging from machine learning, optimization to big data science and their practical applications.
"Thank you for this LITTLE book which is a GREAT read.
Author: Scott Erway
Category: Games & Activities
"Thank you for this LITTLE book which is a GREAT read. It gave me some very enjoyable hours of insight and contemplation." Dr. Reiner Knizia Welcome to the philosophy and metaphysics of the EUROGAME. Beat cognitive biases while sharpening thinking, all in a pressure cooker of fun. Play is the path that can shape our characters - for the better!
JOHN FORDE EUROGAMES The Eurogames are an annual sporting competition in which the central objective is to highlight and address issues of homophobia in mainstream sporting cultures. The European Gay and Lesbian Sporting Federation ...
Author: David A. Gerstner
The Routledge International Encyclopedia of Queer Culture covers gay, lesbian, bisexual, transgender and queer (GLBTQ) life and culture post-1945, with a strong international approach to the subject. The scope of the work is extremely comprehensive, with entries falling into the broad categories of Dance, Education, Film, Health, Homophobia, the Internet, Literature, Music, Performance, and Politics. Slang is also covered. The international contributors come from a wide array of backgrounds: scholars, journalists, artists, doctors, scientists, lawyers, activists, and an enormous range of ideologies and points of view are represented. Major entries provide in-depth information and consider the intellectual and cultural implications of their subjects in a global context. Information is completely up-to-date, including full coverage and analysis of such current or ongoing issues as same-sex marriage/civil union and the international AIDS epidemic. Additionally, there are important appendices covering international sodomy laws and archival institutions, which will be of great value to researchers. The Encyclopedia is fully cross-referenced and many entries carry a bibliography. Where possible internet references have been given and there is a full index. The combination of its wide scope, determined international coverage and appendices make the Routledge International Encyclopedia of Queer Culture a uniquely ambitious work and an extremely rich source of information. It is a priority addition for all libraries serving scholars and students with an interest in GLBTQ culture, history and politics across the disciplines.
Board games are a common benchmark for machine learning algorithms, as the variety and difficulty of decisions made in dfferent games test the capabilities of humans themselves.
Author: Derek Stotz
Category: Neural networks (Computer science)
Board games are a common benchmark for machine learning algorithms, as the variety and difficulty of decisions made in dfferent games test the capabilities of humans themselves. One such class of board games, known commonly as Eurogames, features individual-oriented gameplay with many unique resources to manage in a typically complicated board setup. Learning techniques previously applied to Eurogames vary, but typically include some kind of predetermined model upon which some of the decision-making is made. In contrast to this approach, two implementations were developed which have no model, and only require a description of the board state in order to facilitate learning. The first was an evolutionary algorithm which bred populations of artficial neural networks. This implementation gave human-competitive results, was easy to train, and was easily extensible to any other type of Eurogame. The second was a Q-learning algorithm which modfied an action-value table with reinforcement from reward signals. This implementation did not give human-competitive results, but did help spotlight avenues of improvement through which model-free reinforcement learning could be achieved.
Eurogames. by Greg Costikyan In this essay, Greg Costikyan explains what is meant by the term “Eurogame.” In the 1990s these kinds of tabletop games were mainly a product of Germany and they were often referred to as “German games.
Author: Ethan Ham
Publisher: CRC Press
Learn the mechanics that take your game from an idea to a playable product. Do you aspire to be a game designer but aren’t sure where to begin? Tabletop Game Design for Video Game Designers guides you through your initial attempts to design game mechanics. It goes beyond simple description and definition to explore in detail the issues that designers grapple with for every game they create. Learning to design tabletop games builds a solid foundation for game designers and provides methods that can be applied towards creating paper prototypes of computer-targeted games. Presented in a step-by-step format, Tabletop Game Design for Video Game Designers helps the reader understand how the game design skills that are acquired through creating tabletop games can be used when designing video games. Fully playable games accompany every topic so you can truly understand and experience each component that goes into game creation. Tabletop Game Design for Video Game Designers includes: Simple, highly focused games that can be played, analyzed, improved, and/or modified in conjunction with a particular topic in the book. Integrated game design exercises, chapter learning objectives, and in-text sidebars to provide further examples to apply directly to your game creation process. A companion website (www.funmines.com) which includes: "print & play" tabletop games, links to online games, game design resources, and articles about designing and developing games.
The Gay Eurogames were started in The Hague in 1992 as a result of the Gay Games. Eurogames II were also held in the Netherlands, while Eurogames III took place in Frankfurt in 1995, IV in Berlin in 1996, and V in Paris in 1997.
Author: Jim Riordan
Publisher: Taylor & Francis
There is no better time to take a look back at the political events of the past 100 years as seen through the eyes of sport and sports people. Ten key international authorities in their respective fields lead you through the most important political elements of contemporary sport. This book is the first of its kind. It provides a wide ranging perspective through time and place and will be an invaluable tool for students studying sport from an historical and political perspective, and also for those who have a general interest in sport at its interface with politics.
Ameritrash “Ameritrash” is a back-formation from “Eurogame,” and is used to describe games, not all of them created ... “Euro” of “Eurogames,” so many “Ameritrash” games are by no means American in origin: Hostettler's Kremlin is Swiss, ...
Author: Drew Davidson
In this volume, people of diverse backgrounds talk about tabletop games, game culture, and the intersection of games with learning, theater, and other forms. Some have chosen to write about their design process, others about games they admire, others about the culture of tabletop games and their fans. The results are various and individual, but all cast some light on what is a multivarious and fascinating set of game styles.
Such American games often presented entire books of rules on everything from supply lines to firing rates, whereas even the more advanced Eurogame rulesets are often explained in fewer than ten image-laden pages.
Author: Aaron Trammell
Analog Game Studiesis a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more.Analog Game Studieswas founded to reserve a space for scholarship on analog games in the wider field of game studies."
However to our knowledge GP was never applied to modern complex board games, so-called eurogames, such as Settlers ... In this work we study how GP can evolve artificial players from low level attributes of a eurogame named “7 Wonders”, ...
Author: Stéphane Bonnevay
This book constitutes the thoroughly refereed post-conference proceedings of the 12th International Conference on Artificial Evolution, EA 2015, held in Lyon, France, in October 2015. The 18 revised papers were carefully reviewed and selected from 31 submissions. The focus of the conference is on following topics: Evolutionary Computation, Evolutionary Optimization, Co-evolution, Artificial Life, Population Dynamics, Theory, Algorithmics and Modeling, Implementations, Application of Evolutionary Paradigms to the Real World, Dynamic Optimization, Machine Learning and hybridization with other soft computing techniques.
Both CCGs and eurogames paid particular attention to the material element of their designs, offering a type of experience that no computer screen could replace. CCGs did so by scattering their components across a series of blind ...
Author: Marco Arnaudo
Category: Games & Activities
Over the years, board games have evolved to include relatable characters, vivid settings and compelling, intricate plotlines. In turn, players have become more emotionally involved--taking on, in essence, the role of coauthors in an interactive narrative. Through the lens of game studies and narratology--traditional storytelling concepts applied to the gaming world--this book explores the synergy of board games, designers and players in story-oriented designs. The author provides development guidance for game designers and recommends games to explore for hobby players.
Material conditions in postwar Germany also contributed to the growth of Eurogames—local companies didn't have the rights to any of the ... In the process, Eurogame designers worked to fix many of the problems with those same games.
Author: Eric Thurm
Publisher: NYU Press
Category: Biography & Autobiography
Avidly Reads is a series of short books about how culture makes us feel. Founded in 2012 by Sarah Blackwood and Sarah Mesle, Avidly—an online magazine supported by the Los Angeles Review of Books—specializes in short-form critical essays devoted to thinking and feeling. Avidly Reads is an exciting new series featuring books that are part memoir, part cultural criticism, each bringing to life the author’s emotional relationship to a cultural artifact or experience. Avidly Reads invites us to explore the surprising pleasures and obstacles of everyday life. Writer and critic Eric Thurm digs deep into his own experience as a board game enthusiast to explore the emotional and social rules that games create and reveal, telling a series of stories about a pastime that is also about relationships. From the outdated gender roles in Life and Mystery Date to the cutthroat, capitalist priorities of Monopoly and its socialist counterpart, Class Struggle, Thurm thinks through his ongoing rivalries with his siblings and ponders the ways games both upset and enforce hierarchies and relationships—from the familial to the geopolitical. Like sitting down at the table for family game night, Board Games is an engaging book of twists and turns, trivia, and nostalgia.