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Some board games--like Candy Land, Chutes & Ladders, Clue, Guess Who, The Game of Life, Monopoly, Operation and Payday--have popularity spanning generations. But over time, updates to games have created significantly different messages about personal identity and evolving social values. Games offer representations of gender, sexuality, race, ethnicity, religion, age, ability and social class that reflect the status quo and respond to social change. Using popular mass-market games, this rhetorical assessment explores board design, game implements (tokens, markers, 3-D elements) and playing instructions. This book argues the existence of board games as markers of an ever-changing sociocultural framework, exploring the nature of play and how games embody and extend societal themes and values.
Vols. 28-30 accompanied by separately published parts with title: Indices and necrology.
Profiling individuals from business, politics, the arts, religion, and other sectors, this work contains biographical information on some 705 living African Canadians who are either "pioneers or trailblazers; those occupying senior positions; those making a difference in their communities; those being innovative and creating a niche for themselves or others." Entries provide narrative summaries of the individuals' accomplishments as well as contact information and lists of honors, publications, and role models Annotation (c)2003 Book News, Inc., Portland, OR (booknews.com).