Cited by 100Digital Games and MediaEducational Games and GamificationRecreation, Leisure, Wilderness Management

The Positive Negative Experience in Extreme Role-Playing

Open access
Montola, Markus·2010·DiGRA Digital Library

Abstract

Fun is often seen a necessary gratification for recreational games. This paper studies two freeform role-playing games aiming to create extremely intense experiences of tragedy, horror, disgust, powerlessness and self-loathing, in order to gratify the self-selected group of experienced role-players. Almost all of the 15 interviewed players appreciated their experiences, despite crying, experiencing physiological stress reactions and feeling generally ―bad‖ during the play.

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References 15 · Cited by 100

Research works printed but not linked: 12

  1. Apter, M. The Dangerous Edge. The Free Press, 1992.
  2. Aronson, E., Wilson, T. & Akert, R. Social Psychology. Sixth edition. Pearson, 2005.
  3. Festinger L. A Theory of Cognitive Dissonance. Stanford University Press, 1985. First version 1957.
  4. Fine, G. A. Shared Fantasy. Role-Playing Games as Social Worlds. University of Chicago Press, 1983.
  5. Huizinga, J. Homo Ludens. A Study of Play Element in Culture. 1938, ref. Beacon Press translation, 1955.
  6. Juul, J. Half-Real. MIT Press, 2005.
  7. Korhonen, H., Montola, M. & Arrasvuori, J. Understanding Playful User Experience Through Digital Games. Proceedings of DPPI 2009 Conference.
  8. McGonigal, J. A Real Little Game: The Performance of Belief in Pervasive Play. Proceedings of DiGRA 2003.
  9. Montola, M. The Invisible Rules of Role-Playing. In International Journal of Role-Playing. Vol. 1, 2008.
  10. Montola M, Stenros J, Waern A (eds) Pervasive Games: Theory and Design. Morgan Kaufmann, 2009.
  11. Poremba C. Critical Potential on the Brink of the Magic Circle. In Proceedings of DiGRA 2007 Conference.
  12. Salen, K. & Zimmerman, E. Rules of Play: Game Design Fundamentals. MIT Press, 2004.

Authors
Montola, M.
Affiliations
Tampere University (FI)
Corresponding author
Montola, Markus
Venue
DiGRA Digital Library
Published
2010-01-01
Volume
9
ISSN
2342-9666
OpenAlex
W258188643
Cited by
100
References
15
Citations by year
2026: 1 · 2025: 7 · 2024: 12 · 2023: 14 · 2022: 7 · 2021: 9 · 2020: 8 · 2019: 3 · 2018: 3 · 2017: 4 · 2016: 8 · 2015: 7 · 2014: 3 · 2013: 4 · 2012: 5
FWCI
13.09
Type
conference paper
Language
en
Open access
Funders
Suomen Kulttuurirahasto
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Psychology › Social Psychology › Recreation, Leisure, Wilderness Management
Keywords
tragedy, horror, disgust, powerlessness, self-hatred, crying, recreational games

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