The Positive Negative Experience in Extreme Role-Playing
Open accessAbstract
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.
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Some forms of role-playing aim for what has been called bleed.
“Some forms of role-playing aim for what has been called bleed (Montola, 2010, p. 2).”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Montola, 2010, p. 2
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
The citation lists haven’t been fetched yet
References 15 · Cited by 100
Research works printed but not linked: 12
- Apter, M. The Dangerous Edge. The Free Press, 1992.
- Aronson, E., Wilson, T. & Akert, R. Social Psychology. Sixth edition. Pearson, 2005.
- Festinger L. A Theory of Cognitive Dissonance. Stanford University Press, 1985. First version 1957.
- Fine, G. A. Shared Fantasy. Role-Playing Games as Social Worlds. University of Chicago Press, 1983.
- Huizinga, J. Homo Ludens. A Study of Play Element in Culture. 1938, ref. Beacon Press translation, 1955.
- Juul, J. Half-Real. MIT Press, 2005.
- Korhonen, H., Montola, M. & Arrasvuori, J. Understanding Playful User Experience Through Digital Games. Proceedings of DPPI 2009 Conference.
- McGonigal, J. A Real Little Game: The Performance of Belief in Pervasive Play. Proceedings of DiGRA 2003.
- Montola, M. The Invisible Rules of Role-Playing. In International Journal of Role-Playing. Vol. 1, 2008.
- Montola M, Stenros J, Waern A (eds) Pervasive Games: Theory and Design. Morgan Kaufmann, 2009.
- Poremba C. Critical Potential on the Brink of the Magic Circle. In Proceedings of DiGRA 2007 Conference.
- 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
- gold
- doi.org
- 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
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review