Academic literature on the topic 'Dungeons and Dragons'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Dungeons and Dragons.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Dungeons and Dragons"

1

Sofyan, Rizal. "Kuasa pemain Dungeons & Dragons dalam analisis teater kaum tertindas." Imaji 20, no. 2 (2022): 146–56. http://dx.doi.org/10.21831/imaji.v20i2.48803.

Full text
Abstract:
Dungeons Dragons adalah permainan table-top berjenis storytelling dan role-playing. Permainan ini menginstruksikan pemainnya untuk membuat sekaligus memainkan karakter yang nantinya akan hadir di dalam sebuah skenario. Salah satu fitur dalam permainan ini adalah kebebasan untuk berimajinasi dan menulis cerita baik oleh Dungeon Master (pemimpin permainan) maupun pemain. Hal ini menciptakan ruang kuasa pemain atas cerita dalam permainan. Penelitian ini menganalisis ruang kuasa tersebut dengan pendekatan teater kaum tertindas pada salah satu sesi permainan dengan skenario berjudul Horror at Havel
APA, Harvard, Vancouver, ISO, and other styles
2

Borecky, Andrew. "Dungeons, Dragons, and Music." Journal of Sound and Music in Games 2, no. 1 (2021): 46–64. http://dx.doi.org/10.1525/jsmg.2021.2.1.46.

Full text
Abstract:
Since 1974, Dungeons & Dragons (D&D) has existed on the fringes of popular culture alongside many other tabletop roleplaying games. In recent years, however, D&D and other RPGs have emerged at the forefront of gaming culture. The allure of fantasy and magic draws players into creating and roleplaying characters in a mediated fantasy space through social interaction. Though largely untheorized, Dungeons & Dragons has been examined through sociological and philosophical lenses, though these studies often ignore the performative aspects of the game itself. During gameplay, Dungeon
APA, Harvard, Vancouver, ISO, and other styles
3

Schell, Orville. "Dragons and Dungeons." China Quarterly 139 (September 1994): 783–93. http://dx.doi.org/10.1017/s0305741000043162.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Mariucci, Andrea. "From Dungeons & Dragons to Dragon Quest: Cultural dialogue and material shifts." Mutual Images Journal, no. 11 (December 20, 2023): 27–50. http://dx.doi.org/10.32926/2023.11.3.

Full text
Abstract:
Arguably one of the most popular genres in today’s video game market is the Japanese role-playing game (JRPG). The distinguishing traits of the genre are often a matter of debate. The final decision on whether something is a JRPG usually relies more on general feelings than on rigid criteria (Mallindine 2016). However, one shared trait among the exponents of the genre is that they find its roots in Western tabletop role-playing games, such as Dungeons&Dragons (1974). As a matter of fact, Dungeons&Dragons served as an inspiration for many other role-playing games (RPGs). One such exampl
APA, Harvard, Vancouver, ISO, and other styles
5

McLean, K. Robin. "Dungeons, Dragons and Dice." Mathematical Gazette 74, no. 469 (1990): 243. http://dx.doi.org/10.2307/3619822.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Bryant, Levi R. "Substantial Powers, Active Affects: The Intentionality of Objects." Deleuze Studies 6, no. 4 (2012): 529–43. http://dx.doi.org/10.3366/dls.2012.0081.

Full text
Abstract:
What can Dungeons & Dragons teach us about the being of beings? This article argues that Dungeons & Dragons introduces us to a world composed of objects or entities, where the being of objects is defined not by their qualities, but rather by their powers, capacities or affects. Drawing on the thought of Spinoza, Deleuze and Molnar, objects are seen to be defined by what they can do or their capacities to act, such that qualities are effects of these acts. Dungeons & Dragons is particularly suited to showing us this insofar as it focuses on the action of entities.
APA, Harvard, Vancouver, ISO, and other styles
7

Stang, Sarah, and Aaron Trammell. "The Ludic Bestiary: Misogynistic Tropes of Female Monstrosity in Dungeons & Dragons." Games and Culture 15, no. 6 (2019): 730–47. http://dx.doi.org/10.1177/1555412019850059.

Full text
Abstract:
This article introduces the concept of the ludic bestiary, a game mechanic that the authors argue produces abject bodies. Using the “hag” in Dungeons & Dragons as a case study, the authors demonstrate how the game’s bestiary, the Monster Manual, functions as a tool of patriarchal control by defining, categorizing, and classifying the body of the female other as evil, abject, and monstrous. Importantly, the ludic bestiary not only exists as a core rulebook in Dungeons & Dragons but has also been remediated as a narrative-heavy submenu in several digital games. The authors find that the
APA, Harvard, Vancouver, ISO, and other styles
8

Hasibuan, Hendry Ignatius, and Siegfrieda A. S. Mursita Putri. "Translation Strategy and Terms of Acceptability in a Dungeons and Dragons Translation." International Dialogues on Education Journal 9, no. 1 (2022): 42–63. http://dx.doi.org/10.53308/ide.v9i1.278.

Full text
Abstract:
Gaming has become increasingly popular in the past few years, with many games originating in foreign countries bringing unfamiliar terms within them. With their global releases, a game would usually come with localized terms which are sometimes inaccurate and leave the players scratching their heads in confusion. This study examines the acceptability of translation containing fantasy and gaming terms in the translation of "Dungeons and Dragons" and identifies the difficulties which arose from the interpretation of the unfamiliar terms. The study used two theoretical frameworks to answer the re
APA, Harvard, Vancouver, ISO, and other styles
9

Bjørkelo, Kristian. "I Am... Bothered About D&D." Eludamos: Journal for Computer Game Culture 13, no. 1 (2022): 111–21. http://dx.doi.org/10.7557/23.6981.

Full text
Abstract:
Is Dungeons & Dragons receiving too much attention in game studies compared to other tabletop role playing games? And what, if any, are the issues with this? In this commentary the author creates an overview of the overwhelming focus on Dungeons & Dragons in game studies journals and puts it in relation to the cultural and economic position of the popular role playing games. The author calls for a more diverse and critical approach to tabletop role playing games in game studies, and the need to take into account the different playstyles fostered by different mechanics and the communiti
APA, Harvard, Vancouver, ISO, and other styles
10

Carter, Robert, and David Lester. "Personalities of Players of Dungeons and Dragons." Psychological Reports 82, no. 1 (1998): 182. http://dx.doi.org/10.2466/pr0.1998.82.1.182.

Full text
APA, Harvard, Vancouver, ISO, and other styles
More sources
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!