Forum Based Role Playing Games as Digital Storytelling

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.

Author: Csenge Virág Zalka

Publisher: McFarland

ISBN: 9781476672847

Category: Social Science

Page: 215

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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.

Roleplaying Games in the Digital Age

Essays on Transmedia Storytelling, Tabletop RPGs and Fandom Stephanie Hedge ... Video Games: Narrative, Aesthetics, Rhetoric and Play (Johansen Quijano, 2019) Forum-Based Role Playing Games as Digital Storytelling (Csenge Virág Zalka, ...

Author: Stephanie Hedge

Publisher: McFarland

ISBN: 9781476642017

Category: Games & Activities

Page: 241

View: 991

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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.

Strictly Fantasy

The Cultural Roots of Tabletop Role-Playing Games Gerald Nachtwey Matthew Wilhelm Kapell ... Rhetoric and Play (Johansen Quijano, 2019) Forum-Based Role Playing Games as Digital Storytelling (Csenge Virág Zalka, 2019) Narrative Design ...

Author: Gerald Nachtwey

Publisher: McFarland

ISBN: 9781476643472

Category: Games & Activities

Page: 199

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Role-playing games seemed to appear of nowhere in the early 1970s and have been a quiet but steady presence in American culture ever since. This new look at the hobby searches for the historical origins of role-playing games deep in the imaginative worlds of Western culture. It looks at the earliest fantasy stories from the nineteenth and twentieth centuries, at the fans--both readers and writers--who wanted to bring them to life, at the Midwestern landscape and the middle-class households that were the hobby's birthplace, and at the struggle to find meaning and identity amidst cultural conflicts that drove many people into these communities of play. This book also addresses race, religion, gender, fandom, and the place these games have within American capitalism. All the paths of this journey are connected by the very quality that has made fantasy role-playing so powerful: it binds the limitless imagination into a "strict" framework of rules. Far from being an accidental offshoot of marginalized fan communities, role-playing games' ability to hold contradictions in dynamic, creative tension made them a necessary and central product of the twentieth century.

The Minds Behind Shooter Games

Interviews with Cult and Classic Video Game Developers Patrick Hickey, Jr. ... of Video Games: Narrative, Aesthetics, Rhetoric and Play (Johansen Quijano, 2019) Forum-Based Role Playing Games as Digital Storytelling (Csenge Virág Zalka, ...

Author: Patrick Hickey, Jr.

Publisher: McFarland

ISBN: 9781476682730

Category: Games & Activities

Page: 273

View: 475

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Featuring interviews with the creators of 39 popular video games--including Halo 3, Call of Duty: Modern Warfare, Medal of Honor and Metroid Prime--this book gives a behind-the-scenes look at the origins of some of the most iconic shooter games. Interviewees recount endless hours of painstaking development, the challenges of working with mega-publishers, the growth of the genre and the creative processes that produced some of the industry's biggest hits, cult classics and indie successes.

Watch Us Roll

Essays on Actual Play and Performance in Tabletop Role-Playing Games Shelly Jones ... Games: Narrative, Aesthetics, Rhetoric and Play (Johansen Quijano, 2019) Forum-Based Role Playing Games as Digital Storytelling (Csenge Virág Zalka, ...

Author: Shelly Jones

Publisher: McFarland

ISBN: 9781476643434

Category: Games & Activities

Page: 226

View: 672

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Actual play is a movement within role-playing gaming in which players livestream their gameplay for others to watch and enjoy. This new medium has allowed the playing of games to become a digestible, consumable text for individuals to watch, enjoy, learn from, and analyze. Bridging the gap between the analog and the digital, actual play is changing and challenging our expectations of tabletop role-playing and providing a space for new scholarship. This edited collection of essays focuses on Dungeons and Dragons actual play and examines this phenomenon from a variety of different disciplinary approaches. Authors explore how to define actual play, how fans interact with and affect the narrative and gameplay of actual play, the diversity of gamers (or lack thereof) within actual play media, and how audiences can use actual play media for more than mere entertainment.

Playing with the Guys

Masculinity and Relationships in Video Games Marc A. Ouellette Matthew Wilhelm Kapell ... Aesthetics, Rhetoric and Play (Johansen Quijano, 2019) Forum-Based Role Playing Games as Digital Storytelling (Csenge Virág Zalka, 2019) Narrative ...

Author: Marc A. Ouellette

Publisher: McFarland

ISBN: 9781476643496

Category: Games & Activities

Page: 249

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A lot of work has been done talking about what masculinity is and what it does within video games, but less has been given to considering how and why this happens, and the processes involved. This book considers the array of daily relationships involved in producing masculinity and how those actions and relationships translate to video games. Moreover, it examines the ways the actual play of the games maps onto the stories to create contradictory moments that show that, while toxic masculinity certainly exists, it is far from inevitable. Topics covered include the nature of masculine apprenticeship and nurturing, labor, fatherhood, the scapegoating of women, and reckoning with mortality, among many others.

Who s in the Game

... 2018) Video Gaming in Science Fiction: A Critical Study (Jason Barr, 2018) The Composition of Video Games: Narrative, Aesthetics, Rhetoric and Play (Johansen Quijano, 2019) Forum-Based Role Playing Games as Digital Storytelling ...

Author: Terri Toles Patkin

Publisher: McFarland

ISBN: 9781476676913

Category: Games & Activities

Page: 281

View: 942

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Some board games--like Candy Land, Chutes & Ladders, Clue, Guess Who, The Game of Life, Monopoly, Operation and Payday--have popularity spanning generations. But over time, updates to games have created significantly different messages about personal identity and evolving social values. Games offer representations of gender, sexuality, race, ethnicity, religion, age, ability and social class that reflect the status quo and respond to social change. Using popular mass-market games, this rhetorical assessment explores board design, game implements (tokens, markers, 3-D elements) and playing instructions. This book argues the existence of board games as markers of an ever-changing sociocultural framework, exploring the nature of play and how games embody and extend societal themes and values.

Being Dragonborn

... 2018) Video Gaming in Science Fiction: A Critical Study (Jason Barr, 2018) e Composition of Video Games: Narrative, Aesthetics, Rhetoric and Play (Johansen Quijano, 2019) Forum-Based Role Playing Games as Digital Storytelling ...

Author: Mike Piero

Publisher: McFarland

ISBN: 9781476643564

Category: Games & Activities

Page: 236

View: 750

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The Elder Scrolls V: Skyrim is one of the bestselling and most influential video games of the past decade. From the return of world-threatening dragons to an ongoing civil war, the province of Skyrim is rich with adventure, lore, magic, history, and stunning vistas. Beyond its visual spectacle alone, Skyrim is an exemplary gameworld that reproduces out-of-game realities, controversies, and histories for its players. Being Dragonborn, then, comes to signify a host of ethical and ideological choices for the player, both inside and outside the gameworld. These essays show how playing Skyrim, in many ways, is akin to "playing" 21st century America with its various crises, conflicts, divisions, and inequalities. Topics covered include racial inequality and white supremacy, gender construction and misogyny, the politics of modding, rhetorics of gameplay, and narrative features.

The Minds Behind Sports Games

Interviews with Cult and Classic Video Game Developers Patrick Hickey, Jr. ... of Video Games: Narrative, Aesthetics, Rhetoric and Play (Johansen Quijano, 2019) Forum-Based Role Playing Games as Digital Storytelling (Csenge Virág Zalka, ...

Author: Patrick Hickey, Jr.

Publisher: McFarland

ISBN: 9781476679334

Category: Games & Activities

Page: 260

View: 148

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Featuring interviews with the creators of 35 popular video games--including John Madden Football, Tony Hawk Pro Skater 3, WCW/nWo Revenge, and RBI Baseball--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) sports video games of all time. Recounting endless hours of painstaking development, the challenges of working with mega-publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.

Women and Video Game Modding

Essays on Gender and the Digital Community Bridget Whelan, Matthew Wilhelm Kapell ... Video Games: Narrative, Aesthetics, Rhetoric and Play (Johansen Quijano, ) Forum-Based Role Playing Games as Digital Storytelling (Csenge Virág Zalka, ) ...

Author: Bridget Whelan

Publisher: McFarland

ISBN: 9781476667430

Category: Games & Activities

Page: 216

View: 117

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The world of video games has long revolved around a subset of its player base: straight, white males aged 18-25. Highly gendered marketing in the late 1990s and early 2000s widened the gap between this perceived base and the actual diverse group who buy video games. Despite reports from the Entertainment Software Association that nearly half of gamers identify as female, many developers continue to produce content reflecting this imaginary audience. Many female gamers are in turn modifying the games. "Modders" alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This is a collection of new essays on the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, Mass Effect and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexuality and gender identity.

The Composition of Video Games

The Play Versus Story Divide in Game Studies: Critical Essays (Matthew Wilhelm Kapell, editor, ) Player and Avatar: ... Aesthetics, Rhetoric and Play (Johansen Quijano, ) Forum-Based Role Playing Games as Digital Storytelling (Csenge ...

Author: Johansen Quijano

Publisher: McFarland

ISBN: 9781476637150

Category: Games & Activities

Page: 242

View: 588

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Video games are a complex, compelling medium in which established art forms intersect with technology to create an interactive text. Visual arts, architectural design, music, narrative and rules of play all find a place within, and are constrained by, computer systems whose purpose is to create an immersive player experience. In the relatively short life of video game studies, many authors have approached the question of how games function, some focusing on technical aspects of game design, others on rules of play. Taking a holistic view, this study explores how ludology, narratology, visual rhetoric, musical theory and player psychology work (or don't work) together to create a cohesive experience and to provide a unified framework for understanding video games.

Narrative Design and Authorship in Bloodborne

The Play Versus Story Divide in Game Studies: Critical Essays (Matthew Wilhelm Kapell, editor, 2016) Player and Avatar: ... Aesthetics, Rhetoric and Play (Johansen Quijano, 2019) Forum-Based Role Playing Games as Digital Storytelling ...

Author: Madelon Hoedt

Publisher: McFarland

ISBN: 9781476672182

Category: Games & Activities

Page: 214

View: 922

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In the vein of their cult-classic dark fantasy titles Demon's Souls (2009) and the Dark Souls franchise (2011, 2014, 2016), game developers FromSoftware released the bleak Gothic horror Bloodborne in 2015. Players are cast in the role of hunters in a hostile land, probing the shadowy city of Yharnam in search of "paleblood." The game achieved iconic status as both a horror and an action title for its rich lore and for the continuity of story elements through all aspects of game design. This first full-length study examines Bloodborne's themes of dangerous knowledge and fatal pride and its aesthetics in the context of other works on game studies, horror and the Gothic. The book's three parts focus on lore and narrative, the game's nightmarish world, and its mechanics.

The Minds Behind Adventure Games

... Video Gaming in Science Fiction: A Critical Study (Jason Barr, ) The Composition of Video Games: Narrative, Aesthetics, Rhetoric and Play (Johansen Quijano, ) Forum-Based Role Playing Games as Digital Storytelling (Csenge Virág ...

Author: Patrick Hickey, Jr.

Publisher: McFarland

ISBN: 9781476638478

Category: Games & Activities

Page: 250

View: 943

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• “Welcome to the journey. At each chapter you’ll have two paths to choose from. One is to continue on to the next chapter. The other is to put the book down and play the game. Follow the first option each time. I guarantee that when you finish reading the book and play the games they’ll be more fun because you’ll appreciate what went into the creation of them.”—Leonard Herman, author of Phoenix IV: The History of the Videogame Industry • “Patrick delivers a refreshingly sober look at video game development through the context of his interviews. The stories these legends of the game industry tell are full of disappointment and excitement – failure and success. The stuff video games are made of. The stuff of life.”—Jeffrey Paquette, designer, KROOM • “Patrick Hickey Jr. doesn’t just parrot off the facts like other books in the field, he does his homework, digs deep, and asks the right kind of questions. When you read this book chock full of interviews with those in-the-know you will undoubtedly be pleased!”—Michael Thomasson, author of Downright Bizarre Games: Video Games that Crossed the Line Featuring interviews with the creators of 31 popular video games—including Grand Theft Auto, Strider, Maximum Carnage and Pitfall—this book gives a behind-the-scenes look at the origins of some of the most enjoyable and iconic adventure games of all time. Interviewees recount the endless hours of painstaking development, the challenges of working with mega-publishers, the growth of the adventure genre, and reveal the creative processes that produced some of the industry's biggest hits, cult classics and indie successes.

What Is a Game

The Play Versus Story Divide in Game Studies: Critical Essays (Matthew Wilhelm Kapell, editor, 2016) Player and Avatar: ... Aesthetics, Rhetoric and Play (Johansen Quijano, 2019) Forum-Based Role Playing Games as Digital Storytelling ...

Author: Gaines S. Hubbell

Publisher: McFarland

ISBN: 9781476639017

Category: Games & Activities

Page: 291

View: 334

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What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.

Rerolling Boardgames

FORTHCOMING IN THE SERIES The Minds Behind Sports Games: Interviews with Cult and Classic Video Game Developers (Patrick ... Rhetoric and Play (Johansen Quijano, 2019) Forum-Based Role Playing Games as Digital Storytelling (Csenge Virág ...

Author: Douglas Brown

Publisher: McFarland

ISBN: 9781476670799

Category: Games & Activities

Page: 227

View: 435

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Despite the advent and explosion of videogames, boardgames--from fast-paced party games to intensely strategic titles--have in recent years become more numerous and more diverse in terms of genre, ethos and content. The growth of gaming events and conventions such as Essen Spiel, Gen Con and the UK Games EXPO, as well as crowdfunding through sites like Kickstarter, has diversified the evolution of game development, which is increasingly driven by fans, and boardgames provide an important glue to geek culture. In academia, boardgames are used in a practical sense to teach elements of design and game mechanics. Game studies is also recognizing the importance of expanding its focus beyond the digital. As yet, however, no collected work has explored the many different approaches emerging around the critical challenges that boardgaming represents. In this collection, game theorists analyze boardgame play and player behavior, and explore the complex interactions between the sociality, conflict, competition and cooperation that boardgames foster. Game designers discuss the opportunities boardgame system designs offer for narrative and social play. Cultural theorists discuss boardgames' complex history as both beautiful physical artifacts and special places within cultural experiences of play.

The Pokemon Go Phenomenon

... Adapting the Instructional Design of Digital Role-Playing Games (Carly Finseth, 2018) Video Gaming in Science Fiction: A Critical Study (Jason Barr, 2018) Forum-Based Role Playing Games as Digital Storytelling (Csenge Virág Zalka, ...

Author: Jamie Henthorn,

Publisher: McFarland

ISBN: 9781476674131

Category: Games & Activities

Page: 235

View: 105

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Pokémon Go is not just play—the game has had an impact on public spaces, social circles and technology, suggesting new ways of experiencing our world. This collection of new essays explores what Pokémon Go can tell us about how and why we play. Covering a range of topics from mobile hardware and classroom applications to social conflict and urban planning, the contributors approach Pokémon Go from both practical and theoretical angles, anticipating the impact play will have on our digitally augmented world.

ECGBL 2020 14th European Conference on Game Based Learning

In the first level the players get to know the world of digital games and the advantages it offers teachers and learning, discuss role-playing and experience playing an orthodox “To-Be” game. During the game, they learn to put the ...

Author: Panagiotis Fotaris

Publisher: Academic Conferences limited

ISBN: 9781912764709

Category: Education

Page:

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These proceedings represent the work of contributors to the 14th European Conference on Games Based Learning (ECGBL 2020), hosted by The University of Brighton on 24-25 September 2020. The Conference Chair is Panagiotis Fotaris and the Programme Chairs are Dr Katie Piatt and Dr Cate Grundy, all from University of Brighton, UK.

ECGBL2011 Proceedings of the 5th European Conference on Games Based Learning

Gee, J. P. (2005) Good Video Games and Good Learning. Phi Kappa Phi Forum, 85(2), 33-37. Göbel, S., Mehm, F., Radke, S., and Steinmetz, R. (2009) 80Days: Adaptive Digital Storytelling for Digital Educational Games.

Author: Dimitris Gouscos

Publisher: Academic Conferences and Publishing International

ISBN: 9781908272195

Category:

Page:

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Reconceptualizing the Digital Humanities in Asia

The D ̄ojin game San Guo Zhi Jiang Wei zhuan三國志姜維傳(JWZ) is a war RPG produced in 2012 by a member of the Taiwanese public forum hosted by thePTT 批踢踢實業坊of the National Taiwan University who used the pseudonym “ratchet.

Author: Kaby Wing-Sze Kung

Publisher: Springer Nature

ISBN: 9789811546426

Category: Language Arts & Disciplines

Page: 198

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This book examines new forms of representation that have changed our perception and interpretation of the humanities in an Asian, and digital, context. In analyzing written and visual texts, such as the use of digital technology and animation in different works of art originating from Asia, the authors demonstrate how literature, history, and culture are being redefined in spatialized relations amid the trend of digitization. Research studies on Asian animation are in short supply, and so this volume provides new and much needed insights into how art, literature, history, and culture can be presented in innovative ways in the Asian digital world. The first section of this volume focuses on the new conceptualization of the digital humanities in art and film studies, looking at the integration of digital technologies in museum narration and cinematic production. The second section of the volume addresses the importance of framing these discussions within the context of gender issues in the digital world, discussing how women are represented in different forms of social media. The third and final section of the book explores the digital world’s impacts on people’s lives through different forms of digital media, from the electromagnetic unconscious to digital storytelling and digital online games. This book presents a novel contribution to the burgeoning field of the digital humanities by informing new forms of representation and interpretations, and demonstrating how digitization can influence and change cultural practices in Asia, and globally. It will be of interest to students and scholars interested in digitization from the full spectrum of humanities disciplines, including art, literature, film, music, visual culture, media, and animation, gaming, and Internet culture. "This is a well-written book, and I enjoyed reading it. The first impression of the book is that it is very innovative - a down-to-the-earth academic volume that discusses digital culture." - Professor Anthony Fung, Professor, Director, School of Journalism and Communication, The Chinese University of Hong Kong "This book has contributed to the existing field of humanities by informing new forms of representation and interpretations, and how digitization may change cultural practices. There is comprehensive information on how the humanities in the digital age can be applied to a wide range of subjects including art, literature, film, pop music, music videos, television, animation, games, and internet culture." - Dr Samuel Chu, Associate Professor, The Faculty of Education, The University of Hong Kong

Storytelling in Video Games

The Art of the Digital Narrative Amy M. Green Matthew Wilhelm Kapell. Bennett, Pam. “The Aftermath of the Great Recession: Financially Fragile Families and How Professionals Can Help.” The Forum for Family and Consumer Issues, Vol.

Author: Amy M. Green

Publisher: McFarland

ISBN: 9781476668765

Category: Games & Activities

Page: 235

View: 488

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Beginning with the structural features of design and play, this book explores video games as both compelling examples of story-telling and important cultural artifacts. The author analyzes fundamentals like immersion, world building and player agency and their role in crafting narratives in the Mass Effect series, BioShock, The Last of Us, Fallout 4 and many more. The text-focused "visual novel" genre is discussed as a form of interactive fiction.