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Central and Eastern European Histories and Heritages in Video Games
  • Language: en
  • Pages: 244

Central and Eastern European Histories and Heritages in Video Games

This book explores the representations of Central and Eastern European histories in digital games. Focusing on games that examine a range of national histories and heritages from across Central and Eastern Europe, the volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games – from postcolonialism to identity politics to heritage studies. The book includes chapters on Serbia, Poland, Ukraine, Russia, Belarus, Hungary, Estonia, Slovakia, Czechia, Finland, and (a Western guest with regional connections) Luxembourg. Through the lens of video games, the authors address how nations struggle with the legacies of war, colonialism, and religious strife that have been a part of nation-building - but also how victimized cultures can survive, resist, and sometimes prevail. Appealing primarily to scholars in the fields of game studies, heritage studies, postcolonial criticism, and media studies, this book will be particularly useful for the subfields of historical game studies and postcolonial game studies.

Role-Playing Game Studies
  • Language: en
  • Pages: 905

Role-Playing Game Studies

  • Type: Book
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  • Published: 2018-04-17
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  • Publisher: Routledge

This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.

Shuffling the Deck: The Knutpunkt 2018 Printed Companion
  • Language: en
  • Pages: 244

Shuffling the Deck: The Knutpunkt 2018 Printed Companion

  • Type: Book
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  • Published: 2018-01-30
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  • Publisher: Lulu.com

The printed companion for Knutpunkt 2018, the yearly conference on Nordic larp that takes place in Sweden this year. It includes twenty selected essays on the theory and practice of larp design; including designer and organiser experiences, practical tips and tricks for designers as well as players, theoretical contributions, and debate articles.

The Cutting Edge of Nordic Larp
  • Language: en
  • Pages: 200

The Cutting Edge of Nordic Larp

  • Type: Book
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  • Published: 2014-04-01
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  • Publisher: Knutpunkt

Official book of Knutpunkt 2014. Published in conjunc- tion with the Knutpunkt 2014 conference.

Shuffling the Deck: The Knutpunkt 2018 Color Printed Companion
  • Language: en
  • Pages: 244

Shuffling the Deck: The Knutpunkt 2018 Color Printed Companion

  • Type: Book
  • -
  • Published: 2018-01-30
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  • Publisher: Lulu.com

The printed companion for Knutpunkt 2018, the yearly conference on Nordic larp that takes place in Sweden this year. It includes twenty selected essays on the theory and practice of larp design; including designer and organiser experiences, practical tips and tricks for designers as well as players, theoretical contributions, and debate articles.

Role-play as a Heritage Practice
  • Language: en
  • Pages: 305

Role-play as a Heritage Practice

  • Categories: Art
  • Type: Book
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  • Published: 2021-03-28
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  • Publisher: Routledge

Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player�...

The Routledge Handbook of Role-Playing Game Studies
  • Language: en
  • Pages: 588

The Routledge Handbook of Role-Playing Game Studies

This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume. Collaboratively authored by more than 40 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live-action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Baldur’s Gate, Genshin Impact, and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies,...

Teaching Games and Game Studies in the Literature Classroom
  • Language: en
  • Pages: 257

Teaching Games and Game Studies in the Literature Classroom

Teaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is grounded in theory but focuses on practical applications to develop students' critical thinking skills and intercultural competence through both digital and analog gameful approaches.

Transmedia Character Studies
  • Language: en
  • Pages: 297

Transmedia Character Studies

Transmedia Character Studies provides a range of methodological tools and foundational vocabulary for the analysis of characters across and between various forms of multimodal, interactive, and even non-narrative or non-fictional media. This highly innovative work offers new perspectives on how to interrelate production discourses, media texts, and reception discourses, and how to select a suitable research corpus for the discussion of characters whose serial appearances stretch across years, decades, or even centuries. Each chapter starts from a different notion of how fictional characters can be considered, tracing character theories and models to approach character representations from perspectives developed in various disciplines and fields. This book will enable graduate students and scholars of transmedia studies, film, television, comics studies, video game studies, popular culture studies, fandom studies, narratology, and creative industries to conduct comprehensive, media-conscious analyses of characters across a variety of media.

The Elusive Shift
  • Language: en
  • Pages: 332

The Elusive Shift

  • Type: Book
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  • Published: 2020-12-22
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  • Publisher: MIT Press

How the early Dungeons & Dragons community grappled with the nature of role-playing games, theorizing a new game genre. When Dungeons & Dragons made its debut in the mid-1970s, followed shortly thereafter by other, similar tabletop games, it sparked a renaissance in game design and critical thinking about games. D&D is now popularly considered to be the first role-playing game. But in the original rules, the term “role-playing” is nowhere to be found; D&D was marketed as a wargame. In The Elusive Shift, Jon Peterson describes how players and scholars in the D&D community began to apply the term to D&D and similar games—and by doing so, established a new genre of games. Peterson examine...