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'A Living and Breathing World...': examining participatory practices within Dungeons Dragons

机译:“生活和呼吸的世界......”:研究“龙与地下城”中的参与式实践

摘要

Permeated and referenced throughout popular culture, Dungeons & Dragons has become iconic as the cardinal and archetypal tabletop role­‐playing game. Participants have been drawn to D&D for over forty years, departing into imagined and collaborative fantasy worlds. This thesis is concerned with analysing current participatory practices in D&D, accounting for evolving styles of hybridised gaming and retentions of traditional tabletop play. It ventures beyond initial conceptual enquiries, developing tangible conclusions to the questions: “How important is the idea of community when playing Dungeons & Dragons?” and “What is appealing about constructing fictitious identities within the group, actualised through notions of play?” To assist in answering these questions an Internet survey was developed. Survey data is presented, analysed, and contrasted with existing role­‐playing game scholarship. Emergent findings discuss participant experiences of “entertainment”, “fantasy”, “community”, and preferred “D&D editions”. It is strongly contended that D&D transcends the superficialities associated with a “game”. Participants powerfully engage — transmuting participatory experiences into broader realms of purpose and meaning. The game facilitates the continual formation and negotiation of community and identity, demonstrating its wider socio-­cultural applicability. The ability and appeal to engage with substantial identity exploration is clearly observable within D&D practices. The game offers participants accessibility into divergent paradigms of reality. Participants’ playful explorations have a lasting effect in the “real world”. Finally, participants develop and enjoy a strong sense of community through their long-­term gaming relationships. Regardless of whether these communities are enacted in “online” or “offline” spheres, these spaces endow participants with substantial benefits — belonging, acceptance, and a shared sense of “fun”.
机译:《龙与地下城》在整个流行文化中得到渗透和借鉴,已成为基数和原型桌面角色扮演游戏的标志性人物。参加D&D的参与者已有40多年了,他们进入了想象中的协作性幻想世界。本文涉及分析D&D当前的参与性实践,说明混合游戏的发展方式和传统桌面游戏的保留方式。它不仅仅局限于最初的概念研究,还针对以下问题得出了切实的结论:“玩龙与地下城时,社区观念有多重要?”以及“通过游戏概念实现在团队内部构建虚拟身份的吸引力是什么?”为了帮助回答这些问题,开展了互联网调查。呈现,分析调查数据,并将其与现有的角色扮演游戏奖学金进行对比。新兴发现讨论了参与者的“娱乐”,“幻想”,“社区”和首选的“ D&D版本”的经历。强烈认为,D&D超越了与“游戏”相关的肤浅性。参与者有力地参与–将参与经验转变为更广泛的目的和意义领域。该游戏促进了社区和身份的不断形成和协商,证明了其更广泛的社会文化适用性。在D&D实践中,显然可以观察到进行实质性身份探索的能力和吸引力。该游戏为参与者提供了进入现实的不同范例的可访问性。参与者的有趣探索在“现实世界”中具有持久影响。最后,参与者通过长期的游戏关系发展并享受强烈的社区意识。无论这些社区是在“在线”还是“离线”的领域中建立的,这些空间都为参与者带来了实质性的好处-归属感,接受感和共同的“乐趣”感。

著录项

  • 作者

    Walden Corey Ryan;

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  • 年度 2015
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  • 原文格式 PDF
  • 正文语种 en
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