The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity

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The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity

The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity


The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity


Ebook Free The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity

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The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity

Product details

Paperback: 216 pages

Publisher: McFarland & Company (April 6, 2010)

Language: English

ISBN-10: 9780786447107

ISBN-13: 978-0786447107

ASIN: 0786447109

Product Dimensions:

6.3 x 0.5 x 9 inches

Shipping Weight: 10.4 ounces (View shipping rates and policies)

Average Customer Review:

3.6 out of 5 stars

9 customer reviews

Amazon Best Sellers Rank:

#941,015 in Books (See Top 100 in Books)

In this book, the author shares her research and experiences with role playing games and explores how such games can be used to explore different identities. I found this to be an intriguing exploration of role-playing games and how people use them to explore their identities as well as how they are used by society in general for problem solving. The author does an excellent job of showing the breadth of role-playing games, and the various uses they are put to. This is an excellent book to read to understand identity alteration and how the assumption of different roles allows people to explore who they are in relationship to the characters they create and become. The author also provides some useful insights via Jungian theory on archetypes and identity that can be helpful for understanding the psychology of role playing games.

(Full disclosure: The author is a friend of mine, we discuss subjects from the contents of this book so I thought I'd give it a read to catch up on her theories and have more enlightened discussions)This book is an excellent, well thought out dive into the minds behind roleplaying games.It does a great job of explaining the background of the subject to bring uninitiated readers up to speed. I'm not a huge reader of non-fiction, and especially not something this in-depth into something I am a huge participant in (I've been roleplaying nearly my entire life). But I never found this book boring or too dry for my liking.I came away with a much better understanding of the different things that attract different types of people to roleplaying, rather than just understanding my own stance. And as something of a hobbyist roleplaying scholar, I believe this book is a great addition to my references.

This book is easy to read and understand. Sarah gets her point across in each chapter by introducing what she is about to talk about and then ends with a nice short summary on what she just wrote about. Role Playing is something i am not to entirely interested, in the physical realm, but she does touch base on the internet world and how MMO's have made a great impact on our culture.

Easy-to-read study on role-playing games. Contains useful theoretical content, in a manner that is digestible and considered. Pleasantly laid out, and relatable.

Bowman's work is a mixed bag for me. I applaud her exploration of the meaning that RPG players get out of creating and enacting their characters, and the final chapter presents some interesting ideas about how players create characters and the relationships between players and characters. However, her view of role-playing as a gaming experience is very psychoanalytic and is full of Freudian concepts that have received mixed (at best) empirical support generally. I don't think we need to talk about defense mechanisms or Dissociative Identity Disorder to gain insight about the gameplay experiences of these players. My other primary criticism is that her sample is not representative of the wider population of RPG players. Most are young (all but 2 out of 19 are 30 or younger) and primarily playing White Wolf RPGs and I think this colors the conclusions she draws about how immersed the players get in their characters. I don't have a problem with this per se, as any one investigation will not capture all aspects of a phenomenon. But her theories and ideas are not likely to hold up to the experiences of those who play in other RPG systems or other demographics.

Some interesting notions but could be seen as outdated.

Used for intro to computer mediated communication. Lots of good insight into why role-playing is an enjoyable pastime for some.

The Functions of Role-Playing Games is an expanded public version of the author's PhD thesis, and that definitely shows in the wealth of references and the scope of the work. Practically all of the central themes of current-day role-playing research are there, in one form or another: Character-player relationships, educational games (including simulations), historical connections, definition, role-playing as a kind of ritual, and skill development via play.This means two things. One, that this is a great place to start on role-playing research, and should actually be mandatory reading for any beginning role-playing scholar. Two, due to the limited space and lack of certain references, the author never dips really deeply into any of the subjects. This is the book's key advantage and disadvantage. On one hand, it's a great base to build upon, leaving space for further research without blocking anything, and a real eye-opener on just how much "role-playing" actually encompasses. On the other hand, with certain resources more (such as Henriksen, Morton and Montola) to draw upon, it would have been way more impressive.Dr. Bowman has nevertheless definitely written a key reference for the future, possibly the next "Fine" all of us will have to cite from now on. That is highly applaudable. Certain parts of it I found somewhat boring, but I presume that was mostly because I personally did not need those things (e.g. the systems of D&D or Vampire) explained to such great detail, not because of any fault of the author. She does generalize a lot based on her small group of interviewees, but is always careful to report that she is dealing with probabilities or is making assumptions that may be one-sided. The author's assessment of reliabilities regarding her findings seems very, very solid. Her approach to defining role-playing communities seems a bit alien to a Nordic game researcher, given differences in play culture, but that too is just fruitful grounds for further research.All in all, this is a necessary, broadly based and well-written addition to role-playing research. It's basically a must-read for any scholar in the field, especially those pondering where to start or whether something within it has already been studied to some extent. It nevertheless gets just four stars from me, because I can see how by taking into account a dozen extra references it could have been magnificent instead of just really great.

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The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity PDF

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The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity PDF
The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity PDF

The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity


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