The Many Faces of Role-Playing Games
Open accessAbstract
Role-playing games have evolved into many forms in their thirty-year history. From the traditional pen-and-paper form, that originated with Dungeons & Dragons, with a group of friends playing around a table, to large live-action role-playing game, with hundreds of people acting out their assumed roles. The first computer role-playing games appeared over twenty-five years ago and massively multi-player role-playing games, such as World of Warcraft are now one of the most popular genres of digital games. Despite this diversity players at least seem to think they know when something is a role-playing game. When players, writers and game designers say “this is a role-playing game” there are no problems, they all seem to know what each other means, what is and is not a role-playing game. Yet there is no commonly accepted definition of the form. Understandable, perhaps, given the diversity, but the implicit agreement about its use means that there may well be some common underlying features shared by the various examples. Hampering any attempt to understand what makes a game a role-playing game is the subtle divide between role-playing and role-playing game. Role-playing can take in many places, not all of them games (such as ritual, social activities, therapy, etc). This means that definitions of the role-playing activity are not that useful in separating role-playing games from other games. In this paper we start from the position that the players are correct: they know what a role-playing game is. By examining a range of role-playing games some common features of them emerge. This results in a definition that is more successful than previous ones at identifying both what is, and what is not, a role-playing game.
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Hitchens and Drachen (2008) view the gamemaster as a central aspect of role-playing games.
“For example, in their excellent attempt to define role-playing games, Hitchens and Drachen (2008, p. 13) view the gamemaster as a central aspect of role-playing games.”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Hitchens and Drachen (2008, p. 13)
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Brown, S., Cockett, P., & Yuan, Y. (2019) · Royal Society Open Science · doi:10.1098/rsos.181908 · Cited by 52 · see citing works
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
- Hitchens, M., & Drachen, A.
- Affiliations
- Macquarie University (AU)
- IT University of Copenhagen (DK)
- Venue
- International Journal of Role-Playing
- Publisher
- Uppsala University
- Published
- 2008-12-30
- Issue
- 1
- Pages
- 3-21
- ISSN
- 2210-4909 (ISSN-L)
- OpenAlex
- W2582090993
- Cited by
- 121
- References
- 0
- Citations by year
- 2026: 4 · 2025: 6 · 2024: 9 · 2023: 17 · 2022: 8 · 2021: 8 · 2020: 5 · 2019: 5 · 2018: 12 · 2017: 4 · 2016: 8 · 2015: 9 · 2014: 5 · 2013: 8 · 2012: 1
- FWCI
- 12.73
- Type
- journal article
- Language
- en
- Open access
- hybrid
- doi.org
- Locations
- International Journal of Role-Playing (publishedVersion, cc-by)
- IT University Of Copenhagen (IT University of Copenhagen) (submittedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
- Keywords
- role-playing games, Dungeons & Dragons, live action role-playing, computer role-playing games, massively multiplayer online games, World of Warcraft, role play, player perspective, game design
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