scholarly journals A history of RPGs: Made by fans; played by fans

2012 ◽  
Vol 11 ◽  
Author(s):  
Paul Mason

I explore some aspects of the early history of tabletop role-playing games (RPGs) that are perhaps not well known among media scholars, and which offer an alternative take on the idea of fan activity.

Author(s):  
Marina Yuferova ◽  
Olga Koryakovtseva ◽  
Tatyana Bugaichuk

The history of mankind confirms: both harmony and conflict are characteristic of communication in society. This article is devoted to the problem of conflicts in education. Unfortunately, conflict interaction occurs in school life, therefore, teachers need to learn how to apply innovative technologies in resolving conflicts, focus on respecting the rights and freedoms of all participants in the educational process, and act in accordance with the interests of the parties. The article discusses the technology of mediation, which orients the participants in the interaction towards cooperation in the conflict with the help of a mediator. The implementation of mediation practice requires special training of teachers, the formation of completely new competencies and, first of all, conflict management, which should be developed within the framework of continuous pedagogical education, using interactive training technologies and role-playing games. The authors present the experience of implementing the advanced training program “successful strategies of behavior in conflict and the development of a teacher's resistance to conflict”.


2021 ◽  
Vol 2 (1) ◽  
pp. 67-74
Author(s):  
Arina Shurygina ◽  

Local history as a kind of public history is gaining more and more popularity among researchers every year, because awareness of local historical experience is a tool for regional and personal self-identification, a way to define oneself, one’s uniqueness in the large multicultural world. Based on the study of the role-playing movement, it is possible to trace not only any peculiarities of the Krasnoyarsk cultural processes, but also to understand what influence the events of the “big” history had on the local history of the development of the role-playing movement in the Krasnoyarsk Territory in a specific cultural and historical period. The aim of the study is to reconstruct significant cultural events that contributed to the creation of the role movement, the influence of the socio-cultural environment on the role movement in the region, as well as to record the events characteristic of this subculture through the analysis of interviews with people participating in these events. The object of the study is the role-playing movement of Tolkienists in the Krasnoyarsk Territory, while the subject of the history (interviews) of informants who stood at the origins of the role-playing movement in the Krasnoyarsk Territory in the 1980s-90s. To conduct the study, the following tasks were set: conducting an interview with participants in the role movement as a subculture characteristic of the Soviet period in the history of the culture of the Krasnoyarsk Territory, and interpreting the received empiric material and identifying the features and trends in the development of the role movement subculture.


Author(s):  
Ezra Feldman

William Gass coined the term “metafiction” in 1970 to get a handle on then-recent and innovative fictions by Robert Coover, Donald Barthelme, and Vladimir Nabokov, among others. In the critical context of the early 21st century, however, the term should be understood to name any fiction exhibiting a concern with the process, philosophy, and consequences of fiction-making. The history of metafiction is longer than that of the English-language novel. Metafictions dating from the last decade of the 20th century and the beginning of the 21st typically concern themselves with the situation of discourse: they portray their characters awash in language that is potent because its origins and effects are myriad. Such metafictions ask how, why, and from where literary or narrative discourse stages its arrival on the page. In contrast, the major innovations of postmodernist, mid-20th-century metafictions are rightly characterized by Brian McHale as “ontological”; they urgently question the nature of reality as their language transports authors, narrators, readers, and characters among the different existential frames of history and fiction, past and present, and textual and corporeal reality. As a result of this difference, there is a gap between metafictional practice of the late 20th and early 21st centuries and the work of metafiction’s most influential critics: Gass, Robert Scholes, Linda Hutcheon, and Patricia Waugh, all of whom studied the varieties of metafiction in the 1970s and 1980s. As contemporary metafictions attend to the situation of discourse, they dramatize how pieces of language move—not just across pages, but across plots, cultures, and philosophies. Various motives drive this contemporary interest in dramatizing how language moves and touches, including the influence of Deconstruction in the American academy. Deconstruction, like Marxist and psychoanalytic criticism, writes drama into the very making of meaning. Contemporary ideas and materials—from Twitter narratives to viral memes to massively multiplayer online role-playing games—have mobilized discourse in new ways and transformed many of the philosophical puzzles of mid-20th-century metafiction into aspects of lived reality. Contemporary metafiction, consequently, puts metafictional devices and concerns into a new relationship with representation (mimesis). The world has caught up with metafiction, if it ever really lagged behind, and new forms of metafiction are being developed now to activate metafiction’s older questions anew.


2019 ◽  
Vol 50 (5) ◽  
pp. 621-644 ◽  
Author(s):  
Björn-Ole Kamm

Background. The history of larp, live-action role-play, in Japan may be rather short but documents exponential growth in the entertainment sector as well as in educational gaming. Following trends of related forms of analog role-playing games, the horror genre functions as a motor of increasing popularity. Aim. This article explores the development of non-digital role-playing games in the Japanese context in light of the online video platform niconico popularizing horror role-playing and practical considerations of adopting the genre to live-action play. Method. Cyberethnographic fieldwork including participant observation at larps between 2015 and 2018 forms the data basis for this article, followed by qualitative interviews with larp organizers, larp writers, and designers of analog games as well as observations online in respective webforums. Results. Replays, novelized transcripts of play sessions, have been an entry point into analog role-playing in Japan since the 1980s. With the advent of video sharing sites, replays moved from the book to audio-visual records and a focus on horror games. Creating a fertile ground for this genre, the first indigenous Japanese larp rulebook built on this interest and the ease of access, namely that players do not need elaborate costumes or equipment to participate in modern horror. Discussion. The dominant form of larps in Japan are one-room games, that work well with horror mysteries and function as a low threshold of accessibility. Furthermore, the emotional impact of horror larps, the affective interaction between players and their characters, allows for memorable experiences and so continues to draw in new players and organizers.


2020 ◽  
Vol 6 (1) ◽  
pp. 66-92
Author(s):  
Anastasia Salter

The game genres that typically dominate the discourse of game studies, from role-playing games with their questing heroes to simulation games with their emphasis on settler and/or military aggression, are associated with masculinity. Romance, when it exists at all, is a footnote that follows the same rules of conquest and victory as other models of masculine play: princesses are rescued, lovers are “won.” This article argues that the very decision to design romantic play is an act of feminist game design. Its examination of Plundered Hearts, released by Infocom in 1987 and designed by Amy Briggs, positions the contributions of romantic play as an essential part of the history of feminist games. It traces Briggs's contributions as a feminist designer, including her design of playable women characters and her engagement with nontraditional methods of play in Plundered Hearts,and contrasts her work with that of her peers.


2016 ◽  
Vol 12 (2) ◽  
pp. 115-135 ◽  
Author(s):  
Mark R. Johnson

This article explores the semiotics of the “roguelike” genre. Most roguelikes reject contemporary advances in graphical technology and instead present their worlds, items, and creatures as American Standard Code for Information Interchange (ASCII) characters. This article first considers why this unusual graphical style has endured over time and argues that it is an aesthetic construction of nostalgia that positions roguelikes within a clear history of gameplay philosophies that challenge the prevailing contemporary assumptions of role-playing games. It second notes that the semantic code for understanding the ASCII characters in each and every roguelike is different and explores the construction of these codes, how players decode them, and the potential difficulties in such decodings. The article then combines these to explore how such visuals represent potential new ground in the study of game semiotics.


2015 ◽  
Vol 11 (3) ◽  
pp. 16-24
Author(s):  
L.I. Elkoninova ◽  
I.S. Grigoryev

The paper reconstructs the history of the problem of the development of mind on the example of child play. It reveals how researchers from the cultural-historical school of thought explored the developmental function of play, recorded quantitative leaps in its development and attempted to reconstruct it — from the works of L.S. Vygotsky and his followers (activity approach to role play: A.N. Leontiev, D.B. Elkonin, N.Ya. Mikhaylenko, N.A. Korotkova and others) to the works of researchers who studied the very act of development in play (L.I. Elkoninova, T.V. Bazhanova, K.O. Yuryeva). It is argued that the concept of the cultural form of play that contains the Challenge (limited by possibilities of action, by risk) and the Response to it serves as a foundation not only for role-playing games, but also for games with rules and computer games too. The Challenge is associated with action which transforms the situation of acting and is typical of all forms of play that are required to tie together everything that is separated in an everyday behavior of a child.


Author(s):  
Robert M. Fisher

By 1940, a half dozen or so commercial or home-built transmission electron microscopes were in use for studies of the ultrastructure of matter. These operated at 30-60 kV and most pioneering microscopists were preoccupied with their search for electron transparent substrates to support dispersions of particulates or bacteria for TEM examination and did not contemplate studies of bulk materials. Metallurgist H. Mahl and other physical scientists, accustomed to examining etched, deformed or machined specimens by reflected light in the optical microscope, were also highly motivated to capitalize on the superior resolution of the electron microscope. Mahl originated several methods of preparing thin oxide or lacquer impressions of surfaces that were transparent in his 50 kV TEM. The utility of replication was recognized immediately and many variations on the theme, including two-step negative-positive replicas, soon appeared. Intense development of replica techniques slowed after 1955 but important advances still occur. The availability of 100 kV instruments, advent of thin film methods for metals and ceramics and microtoming of thin sections for biological specimens largely eliminated any need to resort to replicas.


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