Role Playing Game Studies

Role Playing Game Studies

This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume.

Author: Sebastian Deterding

Publisher: Routledge

ISBN: 9781317268314

Category: Games & Activities

Page: 484

View: 624

This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.
Categories: Games & Activities

Roleplaying Games in the Digital Age

Roleplaying Games in the Digital Age

Essays on Transmedia Storytelling, Tabletop RPGs and Fandom Stephanie Hedge, Jennifer Grouling. Bowan, S.L. (2010). ... In Zagal, J.P., & Deterding, S. (Eds.) Role-playing game studies: Transmedia foundations (pp. 1–16). Routledge.

Author: Stephanie Hedge

Publisher: McFarland

ISBN: 9781476676869

Category: Games & Activities

Page: 241

View: 135

The Digital Age has created massive technological and disciplinary shifts in tabletop role-playing, increasing the appreciation of games like Dungeons & Dragons. Millions tune in each week to watch and listen to RPG players on podcasts and streaming platforms, while virtual tabletops connect online players across the world. Such shifts elicit new scholarly perspectives from a variety of disciplines. This collection includes essays on the transmedia ecology that has connected analog with digital and audio spaces. Essays explore the boundaries of virtual tabletops and how users engage with a variety of technology to further role-playing. Authors map the growing diversity of the TRPG fandom and detail how players interact with RPG-related podcasts. Interviewed are content creators like Griffin McElroy of The Adventure Zone podcast, Roll20 co-creator Nolan T. Jones, board game designers Nikki Valens and Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz. These essays and interviews expand the academic perspective to reflect the future of role-playing.
Categories: Games & Activities

Role play as a Heritage Practice

Role play as a Heritage Practice

Historical Larp, Tabletop RPG and Reenactment Michal Mochocki. Talmy, Leonard. 2000. ... In Role-Playing Game Studies: Transmedia Foundations, edited by José Pablo Zagal and Sebastian Deterding. New York: Routledge.

Author: Michal Mochocki

Publisher: Routledge

ISBN: 9781000367645

Category: Art

Page: 292

View: 214

Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player’s engagement with history or heritage material is always multi-layered, the book clarifies that the layers may be conceptualised simultaneously as types of heritage authenticity and as types of in-game immersion. It is also made clear that RH, TRPG and LARP share commonalities with a multitude of other media, including video games, historical fiction and film. Existing within, and contributing to, the fiction and non-fiction mediasphere, these role-enactments are shaped by the same large-scale narratives and discourses that persons, families, communities, and nations use to build memory and identity. Role-play as a Heritage Practice will be of great interest to academics and students engaged in the study of heritage, memory, nostalgia, role-playing, historical games, performance, fans and transmedia narratology.
Categories: Art

Tabletop RPG Design in Theory and Practice at the Forge 2001 2012

Tabletop RPG Design in Theory and Practice at the Forge  2001   2012

This book provides an introduction to the Forge, an online discussion site for tabletop role-playing game (TRPG) design, play, and publication that was active during the first years of the twenty-first century and which served as an ...

Author: William J. White

Publisher: Springer Nature

ISBN: 9783030528195

Category: Social Science

Page: 268

View: 762

​This book provides an introduction to the Forge, an online discussion site for tabletop role-playing game (TRPG) design, play, and publication that was active during the first years of the twenty-first century and which served as an important locus for experimentation in game design and production during that time. Aimed at game studies scholars, for whom the ideas formulated at or popularized by the Forge are of key interest, the book also attempts to provide an accessible account of the growth and development of the Forge as a site of participatory culture. It situates the Forge within the broader context of TRPG discourse, and connects “Forge theory” to the academic investigation of role-playing.
Categories: Social Science

Role Playing Games of Japan

Role Playing Games of Japan

Zagal and Deterding's seminal Role-Playing Game Studies: Transmedia Foundations (2018) brings together various strands of current research and covers much ground but like many others focuses almost exclusively on the Euro-American ...

Author: Björn-Ole Kamm

Publisher: Springer Nature

ISBN: 9783030509538

Category: Social Science

Page: 300

View: 366

This book engages non-digital role-playing games—such as table-top RPGs and live-action role-plays—in and from Japan, to sketch their possibilities and fluidities in a global context. Currently, non-digital RPGs are experiencing a second boom worldwide and are increasingly gaining scholarly attention for their inter-media relations. This study concentrates on Japan, but does not emphasise unique Japanese characteristics, as the practice of embodying an RPG character is always contingently realised. The purpose is to trace the transcultural entanglements of RPG practices by mapping four arenas of conflict: the tension between reality and fiction; stereotypes of escapism; mediation across national borders; and the role of scholars in the making of role-playing game practices.
Categories: Social Science

Teaching Games and Game Studies in the Literature Classroom

Teaching Games and Game Studies in the Literature Classroom

Hammer, Jessica, Alexandra To, Karen Schrier, Sarah Lynne Bowman, and Geoff Kaufman. “Learning and Role-Playing Games.” Role-Playing Game Studies: Transmedia Foundations, edited by José P. Zagal and S. Deterding, Routledge, 2018, pp.

Author: Tison Pugh

Publisher: Bloomsbury Publishing

ISBN: 9781350269729

Category: Computers

Page: 257

View: 913

Teaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is grounded in theory but focuses on practical applications to develop students' critical thinking skills and intercultural competence through both digital and analog gameful approaches.
Categories: Computers

Japanese Role playing Games

Japanese Role playing Games

Frank is a disability rights activist and plays the piano and Hammond organ. Daichi Nakagawa is deputy editor of ... Gerald A. Voorhees, Joshua Call and Katie Whitlock, 2012) and Role-Playing Game Studies: Transmedia Foundations (ed.

Author: Rachael Hutchinson

Publisher: Rowman & Littlefield

ISBN: 9781793643551

Category: Fantasy games

Page: 350

View: 745

This book examines the origins and boundaries of Japanese digital role-playing games. A geographically diverse roster of contributors introduces English-speaking audiences to Japanese video game scholarship and applies postcolonial and philosophical readings to the Japanese game text.
Categories: Fantasy games

Role Playing Materials

Role Playing Materials

Role-playing game studies: Transmedia foundations. Version 1 summer 2015. Deutscher Liverollenspiel Verband e.V. (2010). Was ist LARP. Retrieved from http://www.dlrv.eu/index.php? id=wasistlarp DeWalt, K. M., & DeWalt, B. R. (2002).

Author: Rafael Bienia

Publisher: Zauberfeder Verlag

ISBN: 9783938922620

Category: Performing Arts

Page: 214

View: 154

Die Dissertation Role Playing Materials untersucht die materielle Seite von Larp, Mixed Reality und Pen'n'Paper Rollenspielen. Wie kooperieren Gewandung, Virtuelle-Realität-Brille, oder ein Bleistift mit Erzählung und Spielregeln? Neben Antworten auf diese Frage versucht das Buch das Verständnis von Rollenspiel als eine Handlung zu erweitern, die nicht nur von Menschen geprägt wird. Role Playing Materials examines how larp, mixed and tabletop role-playing games work. Costumes, computers, pen and paper are not passive elements. Materials change and are changed during role-playing game sessions, because they work together with narrative and ludic elements. If we think about materials as social elements, how do they make role-playing games work? To answer this question, Role Playing Materials draws on ethnographic fieldwork among role-playing communities in Germany. The analysis draws upon the fields of game studies, and science, technology and society studies.
Categories: Performing Arts

Tabletop Role Playing Games and the Experience of Imagined Worlds

Tabletop Role Playing Games and the Experience of Imagined Worlds

“Immersion and Shared Imagination in RolePlaying Games.” In Role-Playing Game Studies: Transmedia Foundations. Edited by Jose P. Zagal and Sebastian Deterding. Pp. 63-87. New York: Routledge. Cover, Jennifer Grouling. 2010.

Author: Nicholas J. Mizer

Publisher: Springer Nature

ISBN: 9783030291273

Category: Social Science

Page: 174

View: 391

In 1974, the release of Dungeons & Dragons forever changed the way that we experience imagined worlds. No longer limited to simply reading books or watching movies, gamers came together to collaboratively and interactively build and explore new realms. Based on four years of interviews and game recordings from locations spanning the United States, this book offers a journey that explores how role-playing games use a combination of free-form imagination and tightly constrained rules to experience those realms. By developing our understanding of the fantastic worlds of role-playing games, this book also offers insight into how humans come together and collaboratively imagine the world around us.
Categories: Social Science

Forum Based Role Playing Games as Digital Storytelling

Forum Based Role Playing Games as Digital Storytelling

While the manuscript of this book was in its final stages, Jessica Hammer also published an article in Role-Playing Game Studies: Transmedia Foundations about what she calls “online freeform role-playing games” (Hammer 2018).

Author: Csenge Virág Zalka

Publisher: McFarland

ISBN: 9781476635262

Category: Social Science

Page: 215

View: 988

When people hear the term “role-playing games,” they tend to think of two things: a group of friends sitting around a table playing Dungeons & Dragons or video games with exciting graphics. Between those two, however, exists a third style of gaming. Hundreds of online forums offer gathering places for thousands of players—people who come together to role-play through writing. They create stories by taking turns, describing events through their characters’ eyes. Whether it is the arena of the Hunger Games, the epic battles of the Marvel Universe or love stories in a fantasy version of New York, people build their own spaces of words, and inhabit them day after day. But what makes thousands of players, many teenagers among them, voluntarily type up novel-length stories? How do they use the resources of the Internet, gather images, sounds, and video clips to weave them into one coherent narrative? How do they create together through improvisation and negotiation, in ways that connect them to older forms of storytelling? Through observing more than a hundred websites and participating in five of them for a year, the author has created a pilot study that delves into a subculture of unbounded creativity.
Categories: Social Science