scholarly journals Time-based Restructuring of Mobile Roleplaying Games

2017 ◽  
Vol 17 (5) ◽  
pp. 39-50
Author(s):  
Jin Lee ◽  
Keyword(s):  
Author(s):  
Matthew Guzdial ◽  
Devi Acharya ◽  
Max Kreminski ◽  
Michael Cook ◽  
Mirjam Eladhari ◽  
...  
Keyword(s):  

2009 ◽  
Vol 48 (3) ◽  
pp. 129-134 ◽  
Author(s):  
Susana Tosca

Author(s):  
Robyn E Stobbs ◽  
Arlene Oak

This poster will present emerging results from a study of material and discursive information practices in tabletop roleplaying games. The focus will be on the ways in which players collaboratively construct and interact with the fictional worlds of play. A “big and small story” approach, influenced by the ethnomethodological methods of conversation analysis and membership categorization analysis, will be used to analyze the players’ talk as they intersubjectively create and sustain a fictional space of play.


2020 ◽  
Vol 8 (1) ◽  
pp. 1-23
Author(s):  
ReBecca Compton

‘Why can’t I just be a gamer? Why do I have to be a “female gamer”?’ While a generic term for all gamers may be looming on the horizon, there are still aspects of play which draw clear boundaries between male and female gamers. These boundaries, however, are often illusions. In Massively Multiplayer Online Roleplaying Games (MMOs), several networks exist within the game space, and one such network is that of ‘female character’. For male players to gain a part in this network, many gender-bend, and the gender of the character is what determines their actions not the gender of the players themselves. When men use female avatars, they engage in behaviours which they believe are typical feminine acts, (healing, fighting from a distance, etc.) but these are based on false perceptions about gender roles. Gaining access to this network is one which requires constant performance; however, it is a network which is often inhospitable for real-world women.


Sign in / Sign up

Export Citation Format

Share Document