2025
Stenros, Jaakko
Role-playing Games Book Chapter
In: Elgar Encyclopedia of Queer Studies , pp. 323-325, Edward Elgar, 2025, ISBN: 978-1-80392-209-6.
Links | Tags: Gaming, Role-playing games
@inbook{nokey,
title = {Role-playing Games},
author = {Jaakko Stenros},
url = {https://doi.org/10.4337/9781803922102.ch086},
doi = {10.4337/9781803922102.ch086},
isbn = {978-1-80392-209-6},
year = {2025},
date = {2025-03-18},
booktitle = {Elgar Encyclopedia of Queer Studies },
pages = {323-325},
publisher = {Edward Elgar},
keywords = {Gaming, Role-playing games},
pubstate = {published},
tppubtype = {inbook}
}
2024
MacCallum-Stewart, Esther; Stenros, Jaakko; Björk, Staffan; White, William J
The Impact of Role-Playing Games on Culture Book Chapter
In: Zagal, José P.; Deterding, Sebastian (Ed.): The Routledge Handbook of Role-Playing Game Studies, Routledge, 2024, ISBN: 978-1-003-29804-5.
Links | Tags: Cultural studies, Role-playing games
@inbook{nokey,
title = {The Impact of Role-Playing Games on Culture},
author = {Esther MacCallum-Stewart and Jaakko Stenros and Staffan Björk and William J White },
editor = {José P. Zagal and Sebastian Deterding},
url = {https://doi.org/10.4324/9781003298045},
doi = {10.4324/9781003298045},
isbn = {978-1-003-29804-5},
year = {2024},
date = {2024-06-27},
booktitle = {The Routledge Handbook of Role-Playing Game Studies},
publisher = {Routledge},
keywords = {Cultural studies, Role-playing games},
pubstate = {published},
tppubtype = {inbook}
}
Stenros, Jaakko; Bowman, Sarah Lynne
Transgressive Role-Play Book Chapter
In: Zagal, José P.; Deterding, Sebastian (Ed.): The Routledge Handbook of Role-Playing Game Studies, Chapter 23, Routledge, 2024, ISBN: 9781003298045.
Abstract | Links | Tags: Role-play, Role-playing games, Rules
@inbook{nokey,
title = {Transgressive Role-Play},
author = {Jaakko Stenros and Sarah Lynne Bowman},
editor = {José P. Zagal and Sebastian Deterding},
url = {https://doi.org/10.4324/9781003298045},
isbn = {9781003298045},
year = {2024},
date = {2024-06-27},
booktitle = {The Routledge Handbook of Role-Playing Game Studies},
publisher = {Routledge},
chapter = {23},
abstract = {This chapter examines the violations against role-playing games (RPGs), expectations of play patterns, and cultural conceptions of role-playing. It discusses the boundedness of play, games, and RPGs and explains the concepts of transgression, deviance, and safety, including safety techniques. The chapter describes three categories of transgressive role-play: adult play and imagination as deviant; violations of game rules and the concept of “game”; and, finally, violations of norms relating to the relationship between the player and the character. “Game” as a concept is a sociocultural artifact. In order to play games together, participants need to trust that they share similar enough ideas about how games are played and how involved one should become while playing. The chapter considers violations of the concept of game, specifically transgressing game rules, trust amongst players, and issues with involvement as well as boundedness and separation of playing from the quotidian.},
keywords = {Role-play, Role-playing games, Rules},
pubstate = {published},
tppubtype = {inbook}
}
2023
Korkeila, Henry; Harviainen, J. Tuomas
Gaming Capital in Contemporary Role-playing Game Platforms Journal Article
In: International Journal of Role-Playing, vol. 14, pp. 91–98, 2023, ISSN: 2210-4909.
Abstract | Links | Tags: Bourdieu, Cultural capital, Gamer capital, MMORPGs, Role-playing games, Symbolic capital, Tabletop
@article{Korkeila2023b,
title = {Gaming Capital in Contemporary Role-playing Game Platforms},
author = {Henry Korkeila and J. Tuomas Harviainen},
url = {https://doi.org/10.33063/ijrp.vi14.360
https://journals.uu.se/IJRP/article/view/360},
doi = {10.33063/ijrp.vi14.360},
issn = {2210-4909},
year = {2023},
date = {2023-09-19},
urldate = {2023-09-19},
journal = {International Journal of Role-Playing},
volume = {14},
pages = {91–98},
abstract = {Gaming capital: a fifteen-year-old theory detailing how one’s gaming knowledge can be conceptualized into something tangible. In her book Cheating: Gaining Advantage in Video Games, Consalvo (2007) presented the term gaming capital to give a name and meaning to the collective understanding of both the individual player and the communities that entail the discussions about the game, genre, or the platform – including topics like knowledge, experience, and skill. Yet, there has not been much scholarly attention given to where one would situate gaming capital between cultural and symbolic capital, and where social capital would influence the transformation of knowledge to gaming capital. The discussion about gaming capital has been more about what it is, and what can be or cannot be gaming capital, but what steers gaming capital as an entity at their disposal has not been studied enough yet. The world of gaming has moved massively forwards in fifteen years, and the whole concept of what “gaming” is has subsequently changed, not only within the online multiplayer video game scene, but within analogue role-playing games too. Both mediums have their ways of accumulating and spending capital, and not everything is different in terms of gaming capital. Therefore, this study approaches the formation of gaming capital within both Massively Multiplayer Online Role-Playing Games (MMORPGs) and Dungeons & Dragons (1974) through information flow and social space perspectives.},
keywords = {Bourdieu, Cultural capital, Gamer capital, MMORPGs, Role-playing games, Symbolic capital, Tabletop},
pubstate = {published},
tppubtype = {article}
}
2021
Apperley, Thomas H.
The Fiend Folio: Editorial Journal Article
In: Analog Game Studies, vol. 8, iss. 3, 2021, ISBN: 2643-7112.
Links | Tags: Editorial, Fiend Folio, Role-playing games
@article{Apperley2021c,
title = {The Fiend Folio: Editorial},
author = {Thomas H. Apperley},
url = {https://analoggamestudies.org/the-fiend-folio/},
isbn = {2643-7112},
year = {2021},
date = {2021-10-12},
urldate = {2021-10-12},
journal = {Analog Game Studies},
volume = {8},
issue = {3},
keywords = {Editorial, Fiend Folio, Role-playing games},
pubstate = {published},
tppubtype = {article}
}
Sturrock, Ian; Apperley, Thomas H.
Contributing to Fiend Folio: White Dwarf and the UK RPG Scene Journal Article
In: Analog Game Studies, vol. 8, iss. 3, 2021, ISSN: 2643-7112.
Abstract | Links | Tags: Dungeons & Dragons, Fiend Folio, Interview, Role-playing games
@article{Sturrock2021,
title = {Contributing to Fiend Folio: White Dwarf and the UK RPG Scene},
author = {Ian Sturrock and Thomas H. Apperley},
url = {https://analoggamestudies.org/2021/10/contributing-to-fiend-folio-white-dwarf-and-the-uk-rpg-scene/},
issn = {2643-7112},
year = {2021},
date = {2021-10-10},
urldate = {2021-10-10},
journal = {Analog Game Studies},
volume = {8},
issue = {3},
abstract = {This article collects interviews with five writers of Fiend Folio monsters, offering an insight both into UK hobbyist culture of the time, and the processes of creating and submitting a monster for the anthology. We were interested in exploring how contributors remembered their relationship with the hobby at the time, and what being included in the Fiend Folio meant for them. We also hoped that by speaking with people involved in making the Fiend Folio we could conceptualize the book and the hobby itself as a process made up of many small contributions from people with a more-or-less committed and long-term engagement with the hobby.},
keywords = {Dungeons & Dragons, Fiend Folio, Interview, Role-playing games},
pubstate = {published},
tppubtype = {article}
}
Stenros, Jaakko
Foreword other
2021.
Links | Tags: Larp, Larppaus, Role-playing games
@other{Stenros2021b,
title = {Foreword},
author = {Jaakko Stenros},
editor = {Groth, Anna Emilie and Hanne Grasmo and Edland, Tor Kjetil},
url = {https://urn.fi/URN:NBN:fi:tuni-202203092430},
year = {2021},
date = {2021-09-06},
urldate = {2021-09-06},
booktitle = {Just a Little Lovin’. The Larp Scrip},
publisher = {Volvemál Grasmo},
keywords = {Larp, Larppaus, Role-playing games},
pubstate = {published},
tppubtype = {other}
}
Mäyrä, Frans
“Finland”, “casual games”, “Digital Games Research Association (DiGRA)”, “immersion”, “mobile games”, “role-playing games (RPGs)” other
2021.
Abstract | Tags: Casual games, DiGRA, Finland, Immersion, Mobile games, Role-playing games
@other{Mäyrä2021b,
title = {“Finland”, “casual games”, “Digital Games Research Association (DiGRA)”, “immersion”, “mobile games”, “role-playing games (RPGs)”},
author = {Frans Mäyrä},
editor = {Mark J.P. Wolf},
isbn = {978-1-4408-7020-0},
year = {2021},
date = {2021-05-24},
booktitle = {Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming},
publisher = {Greenwood},
abstract = {[several new and updated short encyclopedia articles]},
keywords = {Casual games, DiGRA, Finland, Immersion, Mobile games, Role-playing games},
pubstate = {published},
tppubtype = {other}
}
Stenros, Jaakko
Juhana Pettersson: Artist of Experience other
2021.
Links | Tags: Juhana Petterson, Larp, Larppaus, Role-playing games
@other{Stenros2021,
title = {Juhana Pettersson: Artist of Experience},
author = {Jaakko Stenros},
editor = {Juhana Petterson},
url = {https://urn.fi/URN:NBN:fi:tuni-202203072390},
isbn = {978-952-68777-4-7},
year = {2021},
date = {2021-01-14},
urldate = {2021-01-14},
booktitle = {Engines of Desire: Larp as the Art of Experience},
publisher = { Pohjoismaisen roolipelaamisen seura, Helsinki},
chapter = {Foreword},
keywords = {Juhana Petterson, Larp, Larppaus, Role-playing games},
pubstate = {published},
tppubtype = {other}
}
2020
Stenros, Jaakko; Sihvonen, Tanja
Like Seeing Yourself in the Mirror? Solitary Role-Play as Performance and Pretend Play Journal Article
In: Game Studies, vol. 20, iss. 4, 2020, ISBN: 1604-7982.
Abstract | Links | Tags: Digital games, Performance, Pretend play, Queer play, Role-play, Role-playing games, Single-player
@article{Stenros2020,
title = {Like Seeing Yourself in the Mirror? Solitary Role-Play as Performance and Pretend Play},
author = {Jaakko Stenros and Tanja Sihvonen},
url = {http://gamestudies.org/2004/articles/stenros_sihvonen},
isbn = {1604-7982},
year = {2020},
date = {2020-12-01},
journal = {Game Studies},
volume = {20},
issue = {4},
abstract = {This article aims at theory-building of the somewhat understudied functions -- performative and pretend -- of solitary play in digital role-playing games. It analyzes the single-player digital role-playing game (SPDRPG) from the perspective of play, or more precisely, of solitary play as an activity. SPDRPG is considered a specific genre of games, and these games are approached as toys that are “pretend-played” with expectations. In these games, the player is able to build and manage a player character (or several), explore the interaction possibilities between characters, and adopt a role-playing attitude. Our article is thus focused on analyzing the activities of a player through three angles: character creation, character interaction, and game mechanics.
Furthermore, the player can engage in internal play, that is, engage in pretend play by themself with the game object. In this kind of play, they can pretend that their player character adopts a role not offered or recognized by the game system while making up a personal history and a rich inner life for their character. Thus, the player carries out interpretative and transgressive work in order to craft the game experience to satisfy their expectations, which can be helped by knowing the game mechanics intimately, and through modding the game artifact. We approach this work of rendering their play personally more meaningful through the concept of queering. This work enables the game to work as a metaphoric mirror onto which the player casts an image of their hopes, fears, and dreams. As the player reaches outside the game system, the reflection is not just of the system, but of the player as well.},
keywords = {Digital games, Performance, Pretend play, Queer play, Role-play, Role-playing games, Single-player},
pubstate = {published},
tppubtype = {article}
}
Furthermore, the player can engage in internal play, that is, engage in pretend play by themself with the game object. In this kind of play, they can pretend that their player character adopts a role not offered or recognized by the game system while making up a personal history and a rich inner life for their character. Thus, the player carries out interpretative and transgressive work in order to craft the game experience to satisfy their expectations, which can be helped by knowing the game mechanics intimately, and through modding the game artifact. We approach this work of rendering their play personally more meaningful through the concept of queering. This work enables the game to work as a metaphoric mirror onto which the player casts an image of their hopes, fears, and dreams. As the player reaches outside the game system, the reflection is not just of the system, but of the player as well.
2019
Sihvonen, Tanja; Stenros, Jaakko
On the Importance of Queer Romances - Role-play as Exploration and Performance of Sexuality Journal Article
In: WiderScreen, vol. 22, iss. 1-2, 2019, ISSN: 1795-6161.
Abstract | Links | Tags: Analog game, Digital games, Queer, Role-play, Role-playing games, Romance, RPG, Sexuality
@article{Sihvonen2019,
title = {On the Importance of Queer Romances - Role-play as Exploration and Performance of Sexuality},
author = {Tanja Sihvonen and Jaakko Stenros},
url = {http://widerscreen.fi/numerot/2019-1-2/on-the-importance-of-queer-romances-role-play-as-exploration-and-performance-of-sexuality/},
issn = {1795-6161},
year = {2019},
date = {2019-11-07},
journal = {WiderScreen},
volume = {22},
issue = {1-2},
abstract = {This article investigates various kinds of analog and digital role-playing games (RPG) from the perspective of queer romance. We are interested in finding out how ‘queer’ appears in the composition of role-playing games through analysing players’ explorations and performances, as well as the options for romance in these games. We will look into a variety of role-playing games as research material in this study, from non-digital play – such as traditional tabletop role-playing games to live action role-play, or larp – to single-player digital RPGs. We ask how queerness affects the options for romance, whether localised in an event or in the composition of a single character, and what kind of exploration it serves. Is queerness to be found in the romance mechanic, or crunch, of RPGs, or is it part of the fluff: the setting and character descriptions? This article’s orientation is theoretical, and the main reference material here comes from RPG studies as well as queer game studies.},
keywords = {Analog game, Digital games, Queer, Role-play, Role-playing games, Romance, RPG, Sexuality},
pubstate = {published},
tppubtype = {article}
}
Torner, Evan
Planescape: Torment: Immersion Book Section
In: Payne, Matthew Thomas; Huntemann, Nina B. (Ed.): How to Play Video Games, pp. 52-58, New York University Press, 2019, ISBN: 9781479830404.
Abstract | Links | Tags: Affect, Immersion, Literary studies, Planescape: Torment, Role-playing games
@incollection{nokey,
title = {Planescape: Torment: Immersion},
author = {Evan Torner},
editor = {Matthew Thomas Payne and Nina B. Huntemann},
doi = {10.18574/9781479830404},
isbn = {9781479830404},
year = {2019},
date = {2019-03-26},
booktitle = {How to Play Video Games},
pages = {52-58},
publisher = {New York University Press},
abstract = {Although scholars and critics often cite aspects of audiovisual design and quick-twitch gameplay as the primary means by which players immerse themselves in a game’s fiction, Planescape: Torment—a highly rated computer role-playing game with dated graphics and sound—proves a counterexample to this discourse. In this chapter, Evan Torner discusses the importance of literary framing, affect, and narrative reincorporation—elements derived largely from novels and tabletop role-playing games—for the game’s achievement of that oft-heralded but ever-elusive aesthetic ideal of immersion.},
keywords = {Affect, Immersion, Literary studies, Planescape: Torment, Role-playing games},
pubstate = {published},
tppubtype = {incollection}
}
Sihvonen, Tanja; Stenros, Jaakko
Queering Games, Play, and Culture through Transgressive Role-Playing Games Book Section
In: Jørgensen, Kristine; Karlsen, Faltin (Ed.): Transgression in Games and Play, pp. 115-129, The MIT Press, 2019, ISBN: 9780262038652.
Tags: Queer, Role-playing games, Transgressive play
@incollection{Sihvonen2019b,
title = {Queering Games, Play, and Culture through Transgressive Role-Playing Games},
author = {Tanja Sihvonen and Jaakko Stenros},
editor = {Kristine Jørgensen and Faltin Karlsen},
isbn = {9780262038652},
year = {2019},
date = {2019-02-05},
booktitle = {Transgression in Games and Play},
pages = {115-129},
publisher = {The MIT Press},
keywords = {Queer, Role-playing games, Transgressive play},
pubstate = {published},
tppubtype = {incollection}
}
2018
Koskimaa, Raine; Arjoranta, Jonne; Friman, Usva; Mäyrä, Frans; Sotamaa, Olli; Suominen, Jaakko
Pelitutkimuksen vuosikirja 2018 Book
Pelitutkimuksen seura ry, 2018, ISSN: 1798-355X.
Abstract | Links | Tags: Education, Electronic sports, Game history, Kasvatus, Kilpapelaaminen, Mölkky, Outdoor game, Pelihistoria, Role-playing games, Roolipelit, Sportification, Ulkopeli, Urheilullistuminen, Video games, Videopelit
@book{Koskimaa2018,
title = {Pelitutkimuksen vuosikirja 2018},
author = {Raine Koskimaa and Jonne Arjoranta and Usva Friman and Frans Mäyrä and Olli Sotamaa and Jaakko Suominen},
url = {https://www.pelitutkimus.fi/vuosikirja-2018},
issn = {1798-355X},
year = {2018},
date = {2018-12-19},
publisher = {Pelitutkimuksen seura ry},
abstract = {Pelitutkimuksen vuosikirja on vertaisarvioitu, avoin tiedejulkaisu. Pelitutkimus on sekä monitieteinen tutkimusala että nuori akateeminen oppiaine, jonka parissa toimivien tutkijoiden huomion keskiössä on digitaalisten pelien erityisluonne. Suomessa tehdään korkeatasoista pelitutkimusta, jonka tulokset julkaistaan pääasiassa kansainvälisillä foorumeilla. Pelitutkimuksen vuosikirja tuo uusimpia tutkimustuloksia yleisön saataville myös suomeksi. Kuluneen vuoden aikana e-urheilu eli kilpapelaaminen on noussut huomattavasti aiempaa näkyvimmin esiin julkisuudessa. Erityisesti tähän ovat vaikuttaneet suomalaispelaajien saavuttamat voitot kansainvälisissä turnauksissa. Nyt julkaistussa, jo kymmenennessä vuosikirjassa, käsitellään kilpapelaamisen varhaisvaiheita Suomessa 1980-luvulta 1990-luvun puoliväliin artikkelissa, joka tarjoaa perspektiiviä kilpapelaamisesta parhaillaan käytävälle keskustelulle. Toisessa tutkimusartikkelissa vertaillaan mittavan kyselyaineiston (yhteensä yli 4000 vastaajaa) perusteella videopelien pelaamisesta kiinnostuneiden kotimaisten pelaajien pelimieltymyksiä ja -tottumuksia japanilaisten ja kanadalaisten vastaaviin ja todetaan suomalaisten pelaajien mm. suosivan erityisesti yksin tapahtuvaa voimakkaasti vuorovaikutteista pelaamista.
Vertaisarvioitujen tutkimusartikkelien lisäksi vuosikirjassa on katsausartikkeleita, jotka käsittelevät Mölkky-pelin MM-kisoja, pelin ja leikin asemaa uudessa kansallisessa opetussuunnitelmassa sekä kuvailun merkitystä Advanced Dungeons & Dragons –pöytäroolipelin The Temple of Elemental Evil –moduulissa. Vuosikirjassa julkaistaan myös neljän lähiaikoina Suomessa järjestetyn pelitutkimusaiheisen väitöstilaisuuden avausesitelmät. Vuosikirjan päättävät merkittävän leikki- ja pelitutkija Bernie De Kovenin muistokirjoitus sekä arvio kirjasta Fans and Videogames. Histories, Fandom, Archives.},
keywords = {Education, Electronic sports, Game history, Kasvatus, Kilpapelaaminen, Mölkky, Outdoor game, Pelihistoria, Role-playing games, Roolipelit, Sportification, Ulkopeli, Urheilullistuminen, Video games, Videopelit},
pubstate = {published},
tppubtype = {book}
}
Vertaisarvioitujen tutkimusartikkelien lisäksi vuosikirjassa on katsausartikkeleita, jotka käsittelevät Mölkky-pelin MM-kisoja, pelin ja leikin asemaa uudessa kansallisessa opetussuunnitelmassa sekä kuvailun merkitystä Advanced Dungeons & Dragons –pöytäroolipelin The Temple of Elemental Evil –moduulissa. Vuosikirjassa julkaistaan myös neljän lähiaikoina Suomessa järjestetyn pelitutkimusaiheisen väitöstilaisuuden avausesitelmät. Vuosikirjan päättävät merkittävän leikki- ja pelitutkija Bernie De Kovenin muistokirjoitus sekä arvio kirjasta Fans and Videogames. Histories, Fandom, Archives.
Torner, Evan
RPG Theorizing by Designers and Players Book Section
In: Zagal, José P.; Deterding, Sebastian (Ed.): Role-Playing Game Studies: Transmedia Foundations, 2018, ISBN: 978-0-8153-6920-2.
Links | Tags: Role-playing games
@incollection{Torner2018,
title = {RPG Theorizing by Designers and Players},
author = {Evan Torner},
editor = {José P. Zagal and Sebastian Deterding},
url = {https://www.taylorfrancis.com/chapters/edit/10.4324/9781315637532-10/rpg-theorizing-designers-players-evan-torner},
isbn = {978-0-8153-6920-2},
year = {2018},
date = {2018-04-24},
urldate = {2018-04-24},
booktitle = {Role-Playing Game Studies: Transmedia Foundations},
keywords = {Role-playing games},
pubstate = {published},
tppubtype = {incollection}
}
Brown, Ashley M. L.; Stenros, Jaakko
Sexuality and the Erotic in Role-Play Book Section
In: Zagal, José P.; Deterding, Sebastian (Ed.): Role-Playing Game Studies: Transmedia Foundations, pp. 425–439, 2018, ISBN: 0815369204.
Abstract | Links | Tags: Role-playing games, Sexual play, Sexuality
@incollection{Brown2018b,
title = {Sexuality and the Erotic in Role-Play},
author = {Ashley M. L. Brown and Jaakko Stenros},
editor = {José P. Zagal and Sebastian Deterding},
doi = {10.4324/9781315637532-25},
isbn = {0815369204},
year = {2018},
date = {2018-04-24},
urldate = {2018-04-24},
booktitle = {Role-Playing Game Studies: Transmedia Foundations},
pages = {425–439},
abstract = {This chapter focuses on three key areas of interest: sexual and erotic themes and imagery in role-playing games, erotic role-play and player interactions, and sexual and erotic role-play outside of game contexts. It focuses on how sex, sexuality, and the erotic have been represented in role-playing games. The chapter deals with both rules in games that allow for the playing out of sexual acts as well as the representation of character sexuality. It looks at erotic role-play and player interactions, examining studies of how role-players incorporate sex into their games and at sexual and erotic role-play behaviors in non-game contexts. The chapter encompasses activities that can be argued to be playful but do not revolve around a set game. By using these three key themes to discuss sexuality and erotic role-play, it provides a good introduction to contemporary research on the topic.},
keywords = {Role-playing games, Sexual play, Sexuality},
pubstate = {published},
tppubtype = {incollection}
}
MacCallum-Stewart, Esther; Stenros, Jaakko; Björk, Staffan
The Impact of Role-Playing Games on Culture Book Section
In: Zagal, José P.; Deterding, Sebastian (Ed.): Role-Playing Game Studies: Transmedia Foundations, pp. 172–187, 2018, ISBN: 0815369204.
Abstract | Links | Tags: Role-playing games
@incollection{MacCallum-Stewart2018,
title = {The Impact of Role-Playing Games on Culture},
author = {Esther MacCallum-Stewart and Jaakko Stenros and Staffan Björk},
editor = {José P. Zagal and Sebastian Deterding},
url = {https://www.taylorfrancis.com/chapters/edit/10.4324/9781315637532-9/impact-role-playing-games-culture-esther-maccallum-stewart-jaakko-stenros-staffan-bj%C3%B6rk},
doi = {10.4324/9781315637532-9},
isbn = {0815369204},
year = {2018},
date = {2018-04-24},
urldate = {2018-04-24},
booktitle = {Role-Playing Game Studies: Transmedia Foundations},
pages = {172–187},
abstract = {This chapter explores the influence of role-playing games (RPGs) on other games and media products as well as their representation in popular culture. It examines the cultural impact of specific role-playing aspects that have caused a "drop down" effect whereby RPGs feed upon common themes and tropes to impact gaming as a whole. For computer RPGs (CRPGs) and multiplayer online RPGs (MORPGs), changes in the rules may require explanations by the designers, such as an expansion for World of Warcraft that changed the process used by groups to divide their loot. The chapter also examines the cultural impact of RPGs through their dissemination as a thematic genre and discusses their representation in three other popular media: literature, film, and television. RPGs lend themselves well to fiction writing simply because of the formulaic manner in which campaigns, events and games are structured. Often tracking versions of Joseph Campbell's monomyth, RPG campaigns can form the basis of stories or encourage derivative texts.},
keywords = {Role-playing games},
pubstate = {published},
tppubtype = {incollection}
}
Stenros, Jaakko; Bowman, Sarah Lynne
Transgressive Role-Play Book Section
In: Zagal, José P.; Deterding, Sebastian (Ed.): Role-Playing Game Studies: Transmedia Foundations, pp. 411–424, 2018, ISBN: 0815369204.
Links | Tags: Role-playing games, Transgressive play
@incollection{Stenros2018b,
title = {Transgressive Role-Play},
author = {Jaakko Stenros and Sarah Lynne Bowman},
editor = {José P. Zagal and Sebastian Deterding},
doi = {10.4324/9781315637532-24},
isbn = {0815369204},
year = {2018},
date = {2018-04-24},
urldate = {2018-04-24},
booktitle = {Role-Playing Game Studies: Transmedia Foundations},
pages = {411–424},
keywords = {Role-playing games, Transgressive play},
pubstate = {published},
tppubtype = {incollection}
}
Schrier, Karen; Torner, Evan; Hammer, Jessica
Worldbuilding in Role-Playing Games Book Section
In: Zagal, José P.; Deterding, Sebastian (Ed.): Role-Playing Game Studies: Transmedia Foundations, pp. 349–363, 2018, ISBN: 0815369204.
Abstract | Links | Tags: Role-playing games, Worldbuilding
@incollection{Schrier2018,
title = {Worldbuilding in Role-Playing Games},
author = {Karen Schrier and Evan Torner and Jessica Hammer},
editor = {José P. Zagal and Sebastian Deterding},
url = {https://www.taylorfrancis.com/chapters/edit/10.4324/9781315637532-20/worldbuilding-role-playing-games-karen-schrier-evan-torner-jessica-hammer},
doi = {10.4324/9781315637532-20},
isbn = {0815369204},
year = {2018},
date = {2018-04-24},
urldate = {2018-04-24},
booktitle = {Role-Playing Game Studies: Transmedia Foundations},
pages = {349–363},
abstract = {This chapter explores the complexity of worldbuilding in role-playing games (RPGs). It discusses its origins in literary practices and how it forms an integral part of RPGs, both in their creation and their play. Worldbuilding is often an integral component of RPGs, whether conducted by designers, players, or both in tandem. Game designers and game masters are worldbuilders by definition, fleshing out a fictional world in code, words, or physical props. In some RPGs, players are inextricably involved in the worldbuilding such that the game only exists once the world is created by its players. In other RPGs, worldbuilding is a top-down process. A designer or group of designers creates the world from high concept to detailed settings and non-player characters. Storylines, plots, and possible sequences of events may be more or less rigidly pre-scripted. While every game is a co-creation between player and designer, some games are specifically designed to balance their worldbuilding aspects between players and designers.},
keywords = {Role-playing games, Worldbuilding},
pubstate = {published},
tppubtype = {incollection}
}
Jara, David; Torner, Evan
Literary Studies and Role-Playing Games Book Section
In: Zagal, José P.; Deterding, Sebastian (Ed.): Role-Playing Game Studies: Transmedia Foundations, pp. 265-282, Routledge, 2018, ISBN: 9781315637532.
Abstract | Links | Tags: Literary studies, Role-playing games
@incollection{Jara2018,
title = {Literary Studies and Role-Playing Games },
author = {David Jara and Evan Torner},
editor = {José P. Zagal and Sebastian Deterding},
url = {https://www.taylorfrancis.com/chapters/edit/10.4324/9781315637532-14/literary-studies-role-playing-games-david-jara-evan-torner},
isbn = {9781315637532},
year = {2018},
date = {2018-04-24},
urldate = {2018-04-24},
booktitle = {Role-Playing Game Studies: Transmedia Foundations},
pages = {265-282},
publisher = {Routledge},
abstract = {Literary Studies attempts to understand what texts mean and how they evoke these meanings. Analogously, past role-playing games (RPG) studies have chiefly adopted two major manifestations of Literary Studies: textual analysis concerned with the meaning and interpretation of RPGs and narratology, which is more interested in formally describing how RPGs and their stories are constructed. Literature itself has constantly staged its own playful nature. Game-like contests between poets featured prominently in early literature, such as the Greek eclogues. RPGs create a fictional reality that is 'embedded' in the real world. When communicating within the fictional world of the game, the language use functionally 'mimics' everyday language. Analog RPGs allow participants to directly affect or modify a game's basic 'architecture'. Tabletop players may point out inconsistencies in a location's description or request additional information during an ongoing scene. Digital RPGs become a stage for 'vast narratives', thanks to the capacity of computers to process huge amounts of information.},
keywords = {Literary studies, Role-playing games},
pubstate = {published},
tppubtype = {incollection}
}
White, William J.; Arjoranta, Jonne; Hitchens, Michael; Peterson, Jon; Torner, Evan; Walton, Jonathan
Tabletop Role-Playing Games Book Section
In: Zagal, José P.; Deterding, Sebastian (Ed.): Role-Playing Game Studies: Transmedia Foundations, pp. 63-86, Routledge, 2018, ISBN: 9781315637532.
Abstract | Tags: Role-playing games, Tabletop RPGs
@incollection{White2018,
title = {Tabletop Role-Playing Games},
author = {William J. White and Jonne Arjoranta and Michael Hitchens and Jon Peterson and Evan Torner and Jonathan Walton},
editor = {José P. Zagal and Sebastian Deterding},
isbn = {9781315637532},
year = {2018},
date = {2018-04-24},
booktitle = {Role-Playing Game Studies: Transmedia Foundations},
pages = {63-86},
publisher = {Routledge},
abstract = {This chapter discusses tabletop role-playing games (TRPGs), sometimes also called “pen-andpaper” role-playing games (RPGs) to distinguish them from their compatriot media, primarily the computer RPG (CRPG) and the live action RPG (larp). Once some preliminary matters of definition and description are taken care of, the discussion in this chapter proceeds largely along historical lines, presenting TRPGs as (1) originating in the early 1970s with the publication of Dungeons & Dragons (D&D) and its early offshoots, imitators, and derivations and (2) developing in variety through the 1980s and 1990s as designers sought to emulate different fictional settings and genres and explore various game-mechanical approaches before (3) experiencing a period of “mainstream” consolidation and countervailing “indie” experimentation in the first years of the 21st century. It concludes with an attempt to discern the direction of future developments as the arrival of crowdfunding, print-on-demand (POD), and other Internet-enabled publishing tools change the face of the industry.},
keywords = {Role-playing games, Tabletop RPGs},
pubstate = {published},
tppubtype = {incollection}
}
Sihvonen, Tanja; Stenros, Jaakko
Cues for Queer Play: Carving a Possibility Space for LGBTQ Role-Play Book Section
In: Harper, Todd; Adams, Meghan Blythe; Taylor, Nicholas (Ed.): Queerness in Play, pp. 167–184, 2018, ISBN: 9783319905419.
Abstract | Links | Tags: Larpent, Queer existence, Queer play, Role-playing games, Tabletop RPGs
@incollection{Sihvonen2018,
title = {Cues for Queer Play: Carving a Possibility Space for LGBTQ Role-Play},
author = {Tanja Sihvonen and Jaakko Stenros},
editor = {Todd Harper and Meghan Blythe Adams and Nicholas Taylor},
doi = {10.1007/978-3-319-90542-6_10},
isbn = {9783319905419},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
booktitle = {Queerness in Play},
pages = {167–184},
abstract = {Representations of LGBTQ (or queer) themes and characters have been scarce throughout the history of role-playing games. However, there is a gap between source material of a game and the actual play of it. Our chapter explores this gap with two objectives: first, the authors review what kind of queer existence is possible in tabletop, online multiplayer, and live-action role-playing. Second, this chapter addresses how players negotiate with these “urtexts” in carving out queer potentials. Drawing from numerous examples, the authors conclude that the emergence of queer play necessitates the affordances of the urtext of the game, each player’s unique approach to play, and the core player group or online community in which the play is situated.},
keywords = {Larpent, Queer existence, Queer play, Role-playing games, Tabletop RPGs},
pubstate = {published},
tppubtype = {incollection}
}
