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The Functions of Role-Playing Games
  • Language: en
  • Pages: 217

The Functions of Role-Playing Games

  • Type: Book
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  • Published: 2010-04-13
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  • Publisher: McFarland

This study takes an analytical approach to the world of role-playing games, providing a theoretical framework for understanding their psychological and sociological functions. Sometimes dismissed as escapist and potentially dangerous, role-playing actually encourages creativity, self-awareness, group cohesion and "out-of-the-box" thinking. The book also offers a detailed participant-observer ethnography on role-playing games, featuring insightful interviews with 19 participants of table-top, live action and virtual games.

Leaving Mundania
  • Language: en
  • Pages: 274

Leaving Mundania

Exposing a subculture only beginning to enter the imagination of mainstream America, this is the story of live action role-playing (LARP) games. A hybrid of games—such as Dungeons & Dragons, historical reenactment, fandom, and good old-fashioned pretend—LARP games are thriving and this book explores its multifaceted culture and related phenomenon, including the Society for Creative Anachronism, a medieval reenactment group that boasts more than 32,000 members. The history of LARP is detailed and is shown to have arisen from the pageantry of Tudor England and is currently being used as a training tool for the U.S. military. Along the way, the author duels foes with foam-padded weapons, lets the great elder god Cthulhu destroy her parents' beach house, and endures an existential awakening in the high-art LARP scene of Scandinavia.

Role-Playing Game Studies
  • Language: en
  • Pages: 905

Role-Playing Game Studies

  • Type: Book
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  • Published: 2018-04-17
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  • Publisher: Routledge

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.

Nordic Larp
  • Language: en
  • Pages: 315

Nordic Larp

  • Type: Book
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  • Published: 2010
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  • Publisher: Unknown

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Immersive Gameplay
  • Language: en
  • Pages: 231

Immersive Gameplay

  • Type: Book
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  • Published: 2014-01-10
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  • Publisher: McFarland

This collection of all-new essays approaches the topic of immersion as a product of social and media relations. Examining the premises and aesthetics of live-action and tabletop role-playing games, reality television, social media apps and first-person shooters, the essays take both game rules and the media discourse that games produce as serious objects of study. Scholars of social psychology, sociology, role-playing theory, game studies, and television studies all examine games and game-like environments like reality shows as interdependent sites of social friction and power negotiation. The ten essays articulate the importance of game rules in analyses of media products, and demonstrate methods that allow game rules to be seen in action during the process of play.

Analog Game Studies: Volume I
  • Language: en
  • Pages: 218

Analog Game Studies: Volume I

  • Type: Book
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  • Published: 2016-06-21
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  • Publisher: Lulu.com

Analog Game Studiesis a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more.Analog Game Studieswas founded to reserve a space for scholarship on analog games in the wider field of game studies."

Gaming as Culture
  • Language: en
  • Pages: 233

Gaming as Culture

  • Type: Book
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  • Published: 2014-01-10
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  • Publisher: McFarland

Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, ling...

Shared Fantasy
  • Language: en
  • Pages: 298

Shared Fantasy

This classic study still provides one of the most acute descriptions available of an often misunderstood subculture: that of fantasy role playing games like Dungeons & Dragons. Gary Alan Fine immerses himself in several different gaming systems, offering insightful details on the nature of the games and the patterns of interaction among players—as well as their reasons for playing.

The Creation of Narrative in Tabletop Role-Playing Games
  • Language: en
  • Pages: 217

The Creation of Narrative in Tabletop Role-Playing Games

  • Type: Book
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  • Published: 2014-01-10
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  • Publisher: McFarland

Despite the rise of computer gaming, millions of adults still play face to face role playing games, which rely in part on social interaction to create stories. This work explores tabletop role playing game (TRPG) as a genre separate from computer role playing games. The relationship of TRPGs to other games is examined, as well as the interaction among the tabletop module, computer game, and novel versions of Dungeons & Dragons. Given particular attention are the narrative and linguistic structures of the gaming session, and the ways that players and gamemasters work together to construct narratives. The text also explores wider cultural influences that surround tabletop gamers.

The Book That Changed Europe
  • Language: en
  • Pages: 404

The Book That Changed Europe

Two French Protestant refugees in eighteenth-century Amsterdam gave the world an extraordinary work that intrigued and outraged readers across Europe. In this captivating account, Lynn Hunt, Margaret Jacob, and Wijnand Mijnhardt take us to the vibrant Dutch Republic and its flourishing book trade to explore the work that sowed the radical idea that religions could be considered on equal terms. Famed engraver Bernard Picart and author and publisher Jean Frederic Bernard produced The Religious Ceremonies and Customs of All the Peoples of the World, which appeared in the first of seven folio volumes in 1723. They put religion in comparative perspective, offering images and analysis of Jews, Cat...