24st Board Game Studies Colloquium
Leuwarden 2022 | 16–20 May 2022

The XXIVth Board Game Studies Colloquium (BGSC) was a four day long conference which took place both on site, and online. The theme for this edition was ‘Ludus in Academia’ and it was organized by Tresoar

The conference opened on Monday 16 May end on Friday 20 May, 2022.

The congress was held at Tresoar, the Frisian Historical and Literary Centre situated in Leeuwarden/Ljouwert, the Netherlands. It included a colloquium dinner on Wednesday 17 May 2022, and an excursion to the former university city of Franeker/Frjentsjer on Thursday 18 May 2022.

Local Organizers​

Liuwe Westra

​Martha Kist, Tresoar

​Hilda Top-Venema, Tresoar

​Jikke Sikkema, Tresoar

Inge de Vries, Tresoar

Scientific Committee

Alex de Voogt, Drew University

​Thierry Depaulis, International Society for Board Game Studies

​Jorge Nuno Silva, University of Lisbon

​Eddie Duggan, International Society for Board Game Studies

​Lisa Rougetet, University of Brest

​Ulrich Schädler, Swiss Museum of Games

In libris ludi

The theme ‘Ludus in Academia’ was chosen in the first place because of the fact that Tresoar as a library was born from the library of the former Academy of Franeker (1585-1811). Academic libraries often contain priceless treasures in the field of mind sports and board games. For example, Tresoar is in the possession of the sole known copy of M.F. Dumars, Le Bridge. Règles et conseils pratiques, simplifiés et mis à la portée de tous. Another rare work we have here is Il giuoco della dama all’ italiana by Luigi Avigliano. In the archive of the city of Ljouwert / Leeuwarden next door, we find the only reference in all of the Netherlands to a rhythmomachia game. We hope to share these treasures with the participants of the BGS Colloquium.
 
We would welcome papers that highlight the role of libraries for the study of the history of board games. What manuscripts or rare books are there, hidden in ancient collections, and what do they tell us about the existence, the development, the popularity or the rules of a certain game?

Academia ludens

In the second place, we want to highlight the fact that academies and universities always have been a special kind of microcosmos, where people from all over the world meet and challenge each other’s intellectual powers. This not only holds true for the interpretation of key texts of world literature, secrets of the physical world, and enigmas of human behaviour, but also to games and sports. For the university of Franeker, we know that the kolf game was popular there, as it was in all of the Netherlands. But the academy also played a vital role in developing the unique mind sport of Frisian Draughts. This game spread from the university to the neighbouring villages of the Frisian coastal region. From there, it recently returned to the town of Franeker, from where it entered the worldwide digital community.
 
We would welcome papers that tell similar stories: games that were invented or modified or that gained a sudden popularity in academic communities and from there entered a new stage of their development. What role did universities play in the development and spread of board games?
 

Ludorum necnon ludentium studia

In the third place, we want to call attention to academic studies of board games and mind sports. As gameplaying is intrinsically part of behaviour and society, study of games tells us something about human existence and society. For example, games are developed to express certain group identities. This is the case with a number of Frisian ‘11 cities games’, but also with the formerly immensely popular boerekertet or ‘farmers’ happy families’.
 
Another branch of this root is the scientific study of gaming persons and their minds. What exactly happens inside the brain of someone who is involved in chess or draughts, be it on a professional level or as a pastime? What are we doing when we play? Neurologists all over the world (including the University of Groningen) have been addressing these questions for a number years.
 
We would welcome papers that present academic studies of games and gameplaying. What do specific games tell us about values, traditions, inclusion and exclusion, gender roles, concepts of sels and identity? But games can also be used to influence society. How can games be used to implement, to change or to negotiate such values and concepts? And finally, what kind of insight can we expect from the neurological study of game playing and game players?