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E-grāmata: Watch Us Roll: Essays on Actual Play and Performance in Tabletop Role-Playing Games

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  • Formāts: 226 pages
  • Sērija : Studies in Gaming
  • Izdošanas datums: 03-Aug-2021
  • Izdevniecība: McFarland & Co Inc
  • Valoda: eng
  • ISBN-13: 9781476643434
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  • Formāts: 226 pages
  • Sērija : Studies in Gaming
  • Izdošanas datums: 03-Aug-2021
  • Izdevniecība: McFarland & Co Inc
  • Valoda: eng
  • ISBN-13: 9781476643434
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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 andDragons 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 lackthereof) within actual play media, and how audiences can use actual play media for more than mere entertainment"--

Recenzijas

The research is well doneremarkably readablerecommendedChoice A valuable addition to the academic literature on roleplaying games Doug Maynard, professor of psychology, State University of New York at New Paltz Shelly Joness Watch Us Roll is a natural 20. Filled with insight and engaging discussion of Actual Play shows like Critical Role, The Adventure Zone, and Acquisitions Incorporated, the essays in this volume explore the history, sociology, psychology, and cultural background of these experienced and fun Dungeons and Dragons players. Whether an actual player or an actual play watcher, prepare to create your character and roll for initiative with Watch Us Roll.Paul Booth, DePaul University, author of Board Games as Media

Acknowledgments vi
Preface 1(4)
Shelly Jones
Introduction: From Actually Playing to Actual Play 5(15)
Shelly Jones
What Is Actual Play?
Actual Play Reports: Forge Theory and the Forums
20(12)
Evan Torner
Birth of a New Medium or Just Bad TV? Framing and Fractality of Actual Play
32(24)
Julia J.C. Blau
Audience, Framing and Flow
Critical Role and Audience Impact on Tabletop Roleplay
56(18)
Robyn Hope
Communal Narrative in Actual Play Environments: Roles of Participants, Observers and Their Intersections
74(14)
Anthony David Franklin
"Your fun is wrong": Actual Play and Fans
Diversity and Audience Interaction in Critical Role and The Adventure Zone
88(30)
G.L. Vanos
Critical Fails: Fan Reactions to Player and Character Choices in Critical Role
118(18)
Christine Dandrow
Actual Play Audience as Archive: Analyzing the Critical Role Fandom
136(22)
Shelly Jones
Commodification and Pedagogy: Other Approaches and Uses of Actual Play
Consumable Play: A Performative Model of Actual Play Networks
158(31)
Mariah E. Marsden
Kelsey Paige Mason
Actual Play as Actual Learning: What Gamers, Teachers and Designers Can Learn About Learning from Actual Play Videos
189(19)
Alex Layne
Conclusion 208(5)
Shelly Jones
About the Contributors 213(2)
Index 215
Shelly Jones is an associate professor of English at the State University of New York at Delhi and an editor for Analog Game Studies. Her research examines analog, digital, and role-playing games through the lens of intersectional feminism and disability studies. Series editor Matthew Wilhelm Kapell teaches American studies, anthropology, and writing at Pace University in New York.