1st Edition

Cardboard Ghosts Using Physical Games to Model and Critique Systems

By Amabel Holland Copyright 2025
124 Pages
by CRC Press

124 Pages
by CRC Press

124 Pages
by CRC Press

Games can be used to model systems because they are themselves systems. Video games handle this under the hood and teach you as you play, but because board games are operated manually, and require the player to understand the system beforehand, they can be a valuable tool for recognizing, understanding, and critiquing real-world systems, including systems of oppression. These systems, often... Read more

Acknowledgements

Author Biography

 

01. Stories and Systems

 

02. Mechanical Metaphors

Systems and Synthesis

Little Sisters and Cellar Doors

The Stones of Turncoats

The Hidden Models of Computer Games

System Knowledge is System Mastery

Cognitive Loads

Primitive Polemics

 

03. The Paper Time Machine

History of Professional Wargaming

Avalon Hill and the Birth of Commercial Wargaming

Jim Dunnigan and the Paper Time Machine

Mechanical Complexity in Wargames

 

04. Wargaming as Technique

Games as Arguments

Kubrick’s Two Golden Eagles

The Wargaming of Root

Objectivity in Modeling

Complicity is Required for Systemic Modeling

 

05. Immersion and Identity

Identities

Roles as Empty Avatars

Roles as Opportunities for Exploration

Roles in Historical Games

Detail and Texture

My Favorite Story

 

06. Agency and Viewpoint

A Thing That Happens To You

Pax Porfiriana and Pax Pamir

Viewpoint and Horror in Meltwater

Ordinary Complicity and Fancy Hats

Complicity in John Company

Ethical Considerations of Immersion

 

07. Alienation and Distance

Limits of Immersion

Too Close To The Gears

The Verfremdungseffekt

The V-Effect in Mother Courage

Media Literacy

Nonhierarchical Art and the Monoform

Alienation in Board Games

 

08. This Guilty Land

The Concept

Modeling Civility and Compromise

Modeling a Broken Legislature

Distancing Players From Roles

Working Against Texture

Working Against Flow

Emotional Texture

Limits of Alienation

 

09. Challenges and Hopes

Useful Doubts

Ethical Challenges

Practical Challenges

Political Art is a Custard Pie

The Future

 

Index

Biography

Amabel Holland is a board game designer, developer, and publisher, and in those capacities is responsible for over a hundred board games. Much of her work is experimental, concerned either with the potential of games as political art, or with the nature of games as cultural artifacts. According to the New Yorker, she is “widely considered one of today’s most innovative game designers.” She’s not so sure about that, but she’ll take it. A lifelong resident of the Detroit area, in her free time she creates video essays about games and their potential.

"If you're into understanding systems or helping other people understand systems—especially systems of oppression, you should definitely check this one out. Highly recommended.”  – Matt Leacock, designer of Pandemic