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

    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 unseen and misunderstood, haunt our world. Board games turn these ghosts into pieces of cardboard we can see, touch, and manipulate.

    Cardboard Ghosts: Using Physical Games to Model and Critique Systems explores both the capabilities and limitations of overtly political board games to model systems and make arguments. Two major approaches are considered and contrasted: one, built around immersion and identification, creates empathy. The other, applying the Verfremdungseffekt to distance the player from the game, creating space for reflection. Uncomfortable questions of player roles and complicity when modelling oppressive systems are examined.

    Throughout this book, board game designer Amabel Holland draws connections to computer games, literature, theatre, television, music, film, and her own life, framing board games as an achingly human art form, albeit one still growing into its full potential. Anyone interested in that potential, or in the value of political art in today’s world, will find many provocative and enriching ideas within.

    Key Features:

    • Surveys the history of commercial board games as a polemical and persuasive form
    • Explores games existing at the edges of the industry that push the boundaries of what games can do and be
    • Grapples with the ethical and moral considerations of simulating real-world horrors
    • Provides a case study of the author’s influential game This Guilty Land
    • Lively prose and personal anecdotes makes complicated theory digestible for a wide audience

    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