It's all a game The history of board games from Monopoly to settlers of Catan

Tristan Donovan

Book - 2017

"Board games have been with us longer than even the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It's All a Game, British journalist and renowned games expert Tristan Donovan opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stori...es and characters, Donovan ultimately reveals why board games have captured hearts and minds all over the world for generations"--

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Subjects
Published
New York : Thomas Dunne Books 2017.
Language
English
Main Author
Tristan Donovan (author)
Edition
First edition
Physical Description
viii, 292 pages ; 24 cm
Bibliography
Includes bibliographical references and index.
ISBN
9781250082725
  • Introduction: The Birth of a New Gaming Era
  • 1. Tomb Raiders and the Lost Games of the Ancients: What board games reveal about our ancestors
  • 2. Chess: The "Mad Queen's Game": How the chessboard came to embody centuries of world history
  • 3. Backgammon: The Favored Game of International Pace-Setters and Ancient Emperors: How backgammon because the most glamorous game of the 1970s
  • 4. The Game of Life: A Journey to the Uniquely American Day of Reckoning: What the Game of Life tells us about the development of U.S. society
  • 5. The Forgotten Message of Monopoly: How Monopoly went from anti-landlord tirade to celebration of cutthroat capitalism
  • 6. From Kriegsspiel to Risk: Blood-Soaked and World-Shaping Play: How board games prepared the world for war
  • 7. I Spy: How Chess and Monopoly became tools of espionage and propaganda
  • 8. Clue's Billion-Dollar Crime Spree: How Clue's very British murders created a world of armchair sleuths
  • 9. Scrabble: Words Without Meaning: Why words are meaningless to the best Scrabble players
  • 10. Plastic Fantastic: Mouse Trap, Operation, and the Willy Wonka of Toys: How Mouse Trap and Operation took board games into the plastic age
  • 11. Sex in a Box: What board games from Twister to Monogamy tell us about sexual attitudes
  • 12. Mind Games: Exploring Brains with Board Games: What board games reveal about our minds
  • 13. Rise of the Machines: Games That Train Synthetic Brains: How board games have powered the development of artificial intelligence
  • 14. Trivial Pursuit: Adults at Play: How Trivial Pursuit broke games out of the toy box
  • 15. Pandemics and Terror: Dissecting Geopolitics an Cardboard: What board games teach us about disease, geopolitics, and the War on Terror
  • 16. Made in Germany: Catan and the Creation of Modern Board Games: How Germany revitalized board gaming for the twenty-first century
  • References
  • Acknowledgments
  • Index
Review by Choice Review

Potential readers might deduce from the subtitle that this work solely covers the modern period of board games. However, Donovan, who also authored Fizz (CH, Jul'14, 51-6142), begins with archaeological discoveries of board games from ancient Egypt and Iraq, and how these games of antiquity evolved into chess and backgammon and to modern Western titles such as The Game of Life, Monopoly, Risk, Clue, Trivial Pursuit, and the toy-like games of Mousetrap and Operation. Recurring themes include how cultural norms and socioeconomic and generational trends affected game and rule design, such as early chess piece design in the Middle East, and how post-World War II German aversions to violence and preferences for cooperative problem solving influenced the development of Settlers of Catan and Pandemic. Game creators and notable players (primarily chess grandmasters such as Bobby Fischer, Garry Kasparov, and Judit Polgár) are profiled. Donovan deftly refers to market trends to support his main proposition of the staying power of board games. His thesis is that even in the era of the internet, smartphones, and artificial intelligence-based opponents, individuals still have the need to connect to one another in person--board games have proven to be a universal method for such. Summing Up: Highly recommended. All readers. --Kyle D. Winward, Central College

Copyright American Library Association, used with permission.
Review by Booklist Review

Throw away your preconceived notions and dive into this rich story that informs who we are by the games we play. Donovan delivers the history of board games from ancient Egypt, Mesopotamia, and prehistoric sub-Saharan Africa, where royalty and commoners used games to contact the afterlife as well as for recreation, through the golden age of Anglo-American tabletop games. Each chapter is a thematic essay that stands alone but also artfully weaves together culture, business, and ways games impact society. For example, the chapter on chess begins in fourth-century India and goes to Deep Blue's AI victory over Garry Kasparov in 1997. This history of games is perfect for the budding social scientist, the casual reader, or someone looking to impress party guests with trivia knowledge. There is a wonderful introduction that takes the reader from a chess plaza in New York City's Washington Square to gaming cafes surrounding it, but the book lacks a conclusion to tie everything together. Donovan demonstrates that, like libraries, board games thrive in a world of smart phones and technology.--Pekoll, James Copyright 2017 Booklist

From Booklist, Copyright (c) American Library Association. Used with permission.
Review by Library Journal Review

Donovan (Replay: The History of Video Games) examines the history and psychology of board games, tracing their evolution across cultures and continents, from the games found in King Tut's tomb to chess and its ancient Indian roots to mancala, which traveled along slave trade routes in Africa and the Middle East. The author describes how the late 19th century heralded the creation of companies such as Milton Bradley and Parker Brothers while also examining the social phenomenon of games such as backgammon, which became the favored pastime of jet-setters and high-stakes players of the 1970s, and Twister, which was considered too sexually provocative in the 1960s for Sears Roebuck to carry in its catalog. Anecdotes about inventors and players are peppered throughout the text. This is not a book for casual browsing; no illustrations, compilations of game rules, or value guides are included. Verdict Offering more than a nostalgic trip through the attic, this book will appeal to readers interested in a comprehensive history of board games.-Susan Belsky, Oshkosh P.L., WI © Copyright 2017. Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.

(c) Copyright Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.