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Journal articles on the topic 'Tabletop role-playing game (TRPG)'

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1

Podvalnyi, M. A. "Consensus and Power in Tabletop Role-playing Games." Sociology of Power 32, no. 3 (October 2020): 53–73. http://dx.doi.org/10.22394/2074-0492-2020-3-53-73.

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This article is dedicated to the issue of achieving consensus in tabletop role-playing games and also addresses the question of how exactly play­ers gain power over the interpretation of events within a tabletop RPG. A tabletop role-playing game presupposes that its participants constantly articulate statements which shift the current configuration of in-game elements and also play the role of being artistic descriptions of said shifts. The alternation and interplay of performative and descriptive statements, their convolution and also the fact that, in tabletop RPGs, unlike in the majority of the rest of the games known to humanity, the same words from natural languages are used both in order to produce a shift in abstract, symbolic structure of a game, and to artistically describe said shift, all lead to the situation where participants cannot tell a proper symbolic system of a given game from other symbolic systems which this game refers to. In this article, we propose an analytical model of a tabletop RPG which would make it possible to draw stricter borderlines between a given RPG’s fictional world and its inner symbolic structure. Furthermore, it would allow us to formulate a clearer question regarding the structures of power produced while playing an RPG, and what exactly players gain control over while playing it. Moreover, this model would enable us to explore in detail the processes of the individual and collective interpretation of events in a tabletop RPG, and classify facts within said interpretation in relation to whether they are held to be objectively or subjectively true.
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2

Forsythe, Carlie. "Roll for Initiative." Emerging Library & Information Perspectives 3, no. 1 (July 14, 2020): 187–98. http://dx.doi.org/10.5206/elip.v3i1.8637.

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Tabletop role-playing games originated in the 1970s with the introduction of the popular role-playing game, Dungeons & Dragons. Today, tabletop role-playing games make for valuable investments in libraries as they are effective tools for providing rich environments for learning and developing a variety of social and technical skills. This paper largely focuses on collecting tabletop role-playing games in libraries, as well as provides an introduction to role-playing games, their systems and mechanics, and how games are published.
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3

Ntokos, Konstantinos. "CodePlay: A Tabletop Role-Playing Game System used in Teaching Game Programming Using Content Gamification." Computer Games Journal 9, no. 1 (January 14, 2020): 45–60. http://dx.doi.org/10.1007/s40869-020-00094-5.

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4

Cook, Mike P., Matthew Gremo, and Ryan Morgan. "We’re Just Playing." Simulation & Gaming 48, no. 2 (December 26, 2016): 199–218. http://dx.doi.org/10.1177/1046878116684570.

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Purpose. The purpose of this study was to explored the use of a tabletop role-playing game in middle school ELA classrooms to examine students’ (n=36) abilities to interact with and make meaning from a traditional classroom text (Richard Connell’s “The Most Dangerous Game”). Background.Gaming continues to soar in popularity, both inside and outside of schools. As such, it is important to continue looking for pedagogically beneficial ways to incorporate gaming into classroom spaces, specifically English Language Arts and Literacy classrooms. Aim. In this article, we describe the game used for this study was modified from the Pathfinder system and designed to pair with Connell’s short story. We also discuss our qualitative approach to data analysis, and the three themes that emerged. First, students made gaming decisions based on their knowledge of the story. Second, students experienced the narrative through the lens of their characters. And third, students engaged in meaningful collaboration throughout gameplay. Conclusion. The findings support ongoing calls to look for pedagogically beneficial ways to incorporate gaming into ELA and Literacy classroom spaces.
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5

Gabai, Joshua, and Matthew Berland. "The Handwavey Game." International Journal of Designs for Learning 12, no. 1 (April 12, 2021): 34–41. http://dx.doi.org/10.14434/ijdl.v12i1.31264.

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In this design case, we describe The Handwavey Game (Handwavey)—a tabletop, cooperative role-playing game created to study how people can come to converge on novel physical gestures around meaning. In Handwavey, players are novice wizards who cast spells through signaling abstract images with hand movements: success is rewarded in-game and failure has humorous in-game consequences. This case walks through the path of exploration and development from the starting point of a research question to the development of game mechanics and concludes with a set of design recommendations for people interested in designing novel games with specific research or learning meta-goals.
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6

Slobuski, Teresa, Diane Robson, and PJ Bentley. "Arranging the Pieces: A Survey of Library Practices Related to a Tabletop Game Collection." Evidence Based Library and Information Practice 12, no. 1 (March 15, 2017): 2. http://dx.doi.org/10.18438/b84c96.

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Abstract Objective – The purpose of this study is to explore collection development, cataloguing, processing, and circulation practices for tabletop game collections in libraries. This study used the term “tabletop games” to refer to the array of game styles that are played in real-world, social settings, such as board games, dice and card games, collectible card games, and role-playing games. Methods – An online survey regarding tabletop games in libraries was developed with input from academic, public, and school librarians. Participants were recruited utilizing a snowball sampling technique involving electronic outlets and discussion lists used by librarians in school, public, and academic libraries. Results – One hundred nineteen libraries answered the survey. The results show that tabletop games have a presence in libraries, but practices vary in regard to collection development, cataloguing, processing, and circulation. Conclusion – Results indicate that libraries are somewhat fragmented in their procedures for tabletop collections. Libraries can benefit from better understanding how others acquire, process, and use these collections. Although they are different to other library collections, tabletop games do not suffer from extensive loss and bibliographic records are becoming more available. Best practices and guidance are still needed to fully integrate games into libraries and to help librarians feel comfortable piloting their own tabletop collections.
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7

Körner, Robert, Jana Kammerhoff, and Astrid Schütz. "Who Commands the Little Soldiers?" Journal of Individual Differences 42, no. 1 (January 2021): 19–29. http://dx.doi.org/10.1027/1614-0001/a000326.

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Abstract. The popularity of miniature wargames (MWGs) has recently been on the rise. We aimed to identify the personality characteristics of people who play MWGs. Whereas the popular media have suspected that fantasy role-playing and war-related games cause antisocial behavior, past research on tabletop role-playing has shown that gamers are creative and empathetic individuals. Previous studies have investigated pen-and-paper tabletop games, which require imagination and cooperation between players. Tabletop MWGs are somewhat different because players compete against each other, and there is a strong focus on war-related actions. Thus, people have voiced the suspicion that players of this type of game may be rather aggressive. In the present study, 250 male MWG players completed questionnaires on the Big Five, authoritarianism, risk-orientation, and motives as well as an intelligence test. The same measures were administered to non-gamers, tabletop role-playing gamers, and first-person shooter gamers. Results indicated that according to self-reports, MWG players are more open, more extraverted, and have a higher need for affiliation than non-gamers. Further, high scores on reasoning and low scores on authoritarianism were typical of MWG players, and MWG players were similar to other gamers on these characteristics. All in all, our findings show that despite their penchant for (re)-enacting war scenes, MWG players seem to be open, nonauthoritarian individuals. Future research may add to these findings by using observer reports and longitudinal research to better understand whether intelligent and nontraditional people are attracted to MWGs or whether the setting of MWGs supports the development of such traits.
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Schillinger, Nicolas. "Playing Soldiers: The War Game in Late Qing and Republican China." Journal of Chinese Military History 9, no. 1 (March 13, 2020): 38–64. http://dx.doi.org/10.1163/22127453-bja10003.

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Abstract In the early twentieth century, Chinese military reformers introduced the war game to improve the training of officers and professionalize their education according to foreign role models. The war game or Kriegsspiel was a tabletop device used to simulate tactical and strategic problems, which originated from the Prussian army and was very popular among German officers. It was adopted in other European countries and the United States as well as Japan, and was eventually played in the late Qing New Armies and the Guomindang’s National Revolutionary Army. From its inception at the turn of the century until the end of the Republican era, it was supposed to increase tactical abilities, leadership skills, discipline, and knowledge of specific procedures and regulations. Besides improving their skills as military commanders, wargaming enabled Chinese officers to incorporate transnational military cultural codes of conduct, and thus emulate and perform “modern” military professionalism.
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9

Rogers, Peter. "Contesting the Political: Violence, Emotion and the Playful Subject." Emotions: History, Culture, Society 5, no. 1 (July 13, 2021): 143–61. http://dx.doi.org/10.1163/2208522x-02010118.

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Abstract Tabletop role-play games (TRPG s) are undergoing a resurgence in popularity tied, in part, to the release of Dungeons and Dragons (5th edition) and a vibrant culture of live-streaming role-play games online. Research has now also shown that TRPG s – such as Dungeons and Dragons – provide a unique environment for the development of prosocial behaviours. There is an opportunity for researchers interested in political emotions and ideological performance to explore a community of collaborative storytelling where the altruism derided by philosophies of neoliberal economic rationalism is performed as a core value, with tangible outcomes for tolerance, generosity and well-being. As TRPG s become commonly accepted as part of the toolkit in both education and therapeutic contexts, they provide a new avenue of engagement for those interested in the development of prosocial values, community and social inclusion in the digital age.
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10

Bodonirina, Nathalie, Lena Reibelt, Natasha Stoudmann, Juliette Chamagne, Trevor Jones, Annick Ravaka, Hoby Ranjaharivelo, et al. "Approaching Local Perceptions of Forest Governance and Livelihood Challenges with Companion Modeling from a Case Study around Zahamena National Park, Madagascar." Forests 9, no. 10 (October 10, 2018): 624. http://dx.doi.org/10.3390/f9100624.

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Community-based natural resource management (CBNRM) is a widely used approach aimed at involving those utilizing resources in their management. In Madagascar, where forest decentralization has been implemented since the 1990s to spur local resource users’ involvement in management processes, impacts remain unclear. This study aimed to investigate farmers’ perceptions and practices regarding forest use under various forest governance systems, using a participatory gaming approach implemented in the Zahamena region of Madagascar. We report on (i) the conceptual models of the Zahamena socio-ecological system; (ii) the actual research tool in the form of a tabletop role-playing game; and (iii) main outcomes of the gaming workshops and accompanying research. The results allow the linking of game reality with real-world perceptions based on game debriefing discussions and game workshop follow-up surveys, as well as interviews and focus group research with other natural resource users from the study area. Results show that the Zahamena protected area plays the role of buffer zone by slowing down deforestation and degradation. However, this fragile barrier and CBNRM are not long-term solutions in the face of occurring changes. Rather, the solution lies in one of the main causes of the problem: agriculture. Further use of tools such as participatory gaming is recommended to enhance knowledge exchange and the development of common visions for the future of natural resource management to foster resilience of forest governance.
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11

Goodall, Anne M., and Alexis H. Truong. "Pop culture and social insertion: How can play in adolescence and adulthood be “therapeutic”?" Journal of Community Safety and Well-Being 6, no. 1 (March 19, 2021): 17–21. http://dx.doi.org/10.35502/jcswb.178.

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In this study we explore how participation in tabletop role-playing games (TTRPGs) fosters experiences of social insertion in adolescence and adulthood. We conducted semi-directed interviews with nine participants who identified themselves as having used such practices to overcome difficult and challenging life experiences. We look at how participants interpreted their play experiences, described by some as “therapeutic.” Through TTRPGs, players were able to explore and better understand aspects of themselves, explore new interactions, and “test” new ways of expressing themselves. Additionally, participants were able to develop their interpersonal skills by participating in such practices, namely because of the roleplaying element. Participants stated that these practices and their therapeutic qualities also had positive effects on their lives outside of the game, helping them to enter and engage in various social situations that they previously felt excluded from, or hesitant to participate in. We argue that social interventions could invest in these types of cultural practices, embedded in popular culture, to encourage and facilitate participation of adolescents and adults in mental health services.
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12

Thorén, Claes. "Pen, paper, dice…screen? Digital resistance in the Swedish tabletop role-playing game community." Convergence: The International Journal of Research into New Media Technologies, November 4, 2020, 135485652095715. http://dx.doi.org/10.1177/1354856520957155.

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This article explores the digitization of Swedish pen-and-paper role-playing games through the inflamed online discussions in the role-playing community that followed in its wake; discussions that in some cases resist the very idea of Digital in an age where Digital has become synonymous with ubiquitous progress and efficiency. The case in question focuses on Riotminds, a Swedish RPG publishing company that in 2010, in one broad stroke, transformed and converged all their analogue printed products into a single, online subscription service. Drawing on a general theoretical framework of materiality and (cultural) practice, the purpose of this article is to investigate the effects of digitization by asking: What does this particular instance of technological transformation and expressions of resistance reveal about materiality and the ongoing tensions between what constitutes meaningful digital and analogue immersive experiences? The results contribute to a critical, materialist perspective on digitization that encompasses both Digital’s virtues and challenges in terms of the digital transformation of physical practices and physical space. In other words, forwarding an understanding of digitalization as an intricate aesthetic shift, where identified analog sensibilities are converted into digital sensibilities, and its consequences for creating meaningful gaming experiences on behalf of the user (or player).
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13

Koukia, Evmorfia. "Massively multiplayer online vs. tabletop role playing games. Is there a difference in "game addiction"?" Mental Health and Addiction Research 3, no. 1 (2018). http://dx.doi.org/10.15761/mhar.1000154.

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14

Garthoff, Jon. "Playability as Realism." Journal of the Philosophy of Games 1, no. 1 (December 30, 2018). http://dx.doi.org/10.5617/jpg.2705.

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In this essay I discuss how realism operates to constrain games, especially role-playing games, that take place in a fantasy milieu. The design of these games involves tradeoffs between two values, which are sometimes labeled “realism” and “playability”. These values are ordinarily understood to be wholly independent and competing. Using resources drawn from John Rawls's conception of political theory as a search for a “realistic utopia”, I show how these values can instead be understood as aspects of the more general value of creating and conceiving a realistic fantasy through the medium of game play. I also explain how realism operates differently as a constraint on tabletop role-playing games from how it operates in realistic video games and live-action role-playing.
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15

Schlueter, Jacob, Christian Addington, and Judy Goldsmith. "Anchored Team Formation Games." International FLAIRS Conference Proceedings 34, no. 1 (April 18, 2021). http://dx.doi.org/10.32473/flairs.v34i1.128501.

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We propose Anchored Team Formation Games (ATFGs), a new class of hedonic game inspired by tabletop role playing games.We establish the NP-hardness of determining whether Nash stable coalition structures exist, and provide results for three heuristics for this problem. We highlight costs and benefits of each heuristic and provide evidence that all three are capable of finding Nash stable coalition structures, when they exist, much more quickly than a deterministic algorithm.
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16

Bateman, Chris. "No-one Plays Alone." Transactions of the Digital Games Research Association 3, no. 2 (September 22, 2017). http://dx.doi.org/10.26503/todigra.v3i2.67.

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The discourses around games have tended to focus upon either their artefactual qualities or the phenomenological experience of play. In both cases, games are primarily to be understood singularly. An alternative approach, related to Foucault’s archaeological methods, is to focus upon the manner in which games share player practices with earlier games. This technique can be applied to all eras of games, and is not merely restricted to videogames – indeed, a significant proportion of the player practices of videogames descend directly from the player practices of tabletop games, especially in terms of the progenitive role of tabletop role-playing games for contemporary digital entertainment. Such player practices can be broadly understood in terms of interface (how the player engages with the game), world (what the player imagines is happening), or the agency practices that connect the interface and the world.Three propositions concerning the relationships between fictional setting and designed rule systems within games are explored, the last of which stresses the idea that ‘no-one plays alone’ i.e. that all play entails continuity of its practices over and above variation of those practices. These propositions are used to demonstrate three aesthetic flaws that are peculiar to, or particularly relevant for, videogames. This in turn leads to a discussion of the ways that commercially successful games have always proceeded by leveraging the existing networks of practice. The result is an alternative perspective for game design, game scholarship, or game critique, one that foregrounds the role of player practices.
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Sidhu, Premeet, and Marcus Carter. "Pivotal Play: Rethinking Meaningful Play in Games Through Death in Dungeons & Dragons." Games and Culture, April 13, 2021, 155541202110052. http://dx.doi.org/10.1177/15554120211005231.

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In game studies, meaningful play is commonly discussed and situated through Salen and Zimmerman’s (2004) definition describing it as the integrated and discernible relationship between player actions and system outcomes within the context of the game. However, this overlooks other ways that play can be meaningful. Based on observation and interviews with 20 Australian players, this article examines experiences with death in the tabletop role-playing game Dungeons & Dragons (D&D). In the context of meaningful play ( Salen & Zimmerman, 2004 ) and positive negative experiences ( Hopeametsä, 2008 ), we discuss (1) the impact of shared physical and social realities on death in D&D, (2) the design of death in D&D, and (3) how death in D&D shapes the future play and lives of players. From this, we argue that play can have meaning that transcends game boundaries, subsequently proposing the concept of “ pivotal play” to describe appealing, memorable, and transformative play experiences.
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18

Underwood, Michael Robert. "The friends that game together: A folkloric expansion of textual poaching to genre farming for socialization in tabletop role-playing games." Transformative Works and Cultures 2 (February 17, 2009). http://dx.doi.org/10.3983/twc.2009.087.

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Tabletop role-playing games (RPGs) are a folkloric form for creating and reaffirming community bonds and performing identity. Gaming is used to communicate and perform cultural capital and identity through fictional narratives, functioning as a form of community building and/or personal expression. With quotations from ethnographic research over the course of 2 years, including interviews with several groups of gamers and participant observation, I examine the ways that players create and affirm social bonds. I return to Michel De Certeau's idea of textual poaching, as adapted by Henry Jenkins, to contrast with it a new concept of genre farming. As both platform for and object of genre farming, RPGs allow players to display cultural competence, create and reaffirm social ties, and seek entertainment in a collaborative fashion.
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