Tangible Pleasures of Pervasive Role-Playing
Open accessAbstract
The traditional forms of role-playing include tabletop roleplaying, larp and online role-playing.In this paper I describe a fourth form, pervasive role-playing, which often follows many conventions of larp, but break out of the magic circle of gameplay in order to interact with surrounding society.The central pleasures of pervasive role-playing are related to playing for real, with the environment and having a tangible, unmediated experience of being a part of a complete and physical world of fiction.
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Role-playing games necessarily contain a structure of power rather than a game master.
“Analysis shows that rather than a game master, role-playing games necessarily contain a structure of power (Montola 2007).”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Montola 2007
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Real-time hermeneutics: meaning-making in ludonarrative digital games
Arjoranta, J. (2018) · doi:10.31237/osf.io/uep74 · Cited by 21 · see citing works
- Authors
- Montola, M.
- Affiliations
- Tampere University (FI)
- Corresponding author
- Montola, Markus
- Venue
- DiGRA Digital Library
- Published
- 2007-01-01
- Volume
- 4
- ISSN
- 2342-9666
- OpenAlex
- W2149847326
- Cited by
- 28
- References
- 0
- Citations by year
- 2024: 2 · 2023: 1 · 2018: 3 · 2017: 2 · 2016: 3 · 2015: 2 · 2014: 1 · 2013: 1
- FWCI
- 8.44
- Type
- conference paper
- Language
- en
- Open access
- gold
- doi.org
- Locations
- Digital Games Research Association Conference
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Arts and Humanities › Visual Arts and Performing Arts › Theatre and Performance Studies
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Keywords
- tabletop role-playing games, live action role-playing, online role-playing, magic circle, role-playing games
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