Watch us roll : essays on actual play and performance in tabletop role-playing games
著者
書誌事項
Watch us roll : essays on actual play and performance in tabletop role-playing games
(Studies in gaming / series editor, Matthew Wilhelm Kapell)
McFarland, c2021
大学図書館所蔵 全1件
  青森
  岩手
  宮城
  秋田
  山形
  福島
  茨城
  栃木
  群馬
  埼玉
  千葉
  東京
  神奈川
  新潟
  富山
  石川
  福井
  山梨
  長野
  岐阜
  静岡
  愛知
  三重
  滋賀
  京都
  大阪
  兵庫
  奈良
  和歌山
  鳥取
  島根
  岡山
  広島
  山口
  徳島
  香川
  愛媛
  高知
  福岡
  佐賀
  長崎
  熊本
  大分
  宮崎
  鹿児島
  沖縄
  韓国
  中国
  タイ
  イギリス
  ドイツ
  スイス
  フランス
  ベルギー
  オランダ
  スウェーデン
  ノルウェー
  アメリカ
注記
Includes bibliographical references and index
内容説明・目次
内容説明
Actual play is a movement within role-playing gaming in which players livestream their gameplay for others to watch and enjoy. This new medium has allowed the playing of games to become a digestible, consumable text for individuals to watch, enjoy, learn from, and analyze. Bridging the gap between the analog and the digital, actual play is changing and challenging our expectations of tabletop role-playing and providing a space for new scholarship. This edited collection of essays focuses on Dungeons and Dragons actual play and examines this phenomenon from a variety of different disciplinary approaches. Authors explore how to define actual play, how fans interact with and affect the narrative and gameplay of actual play, the diversity of gamers (or lack thereof) within actual play media, and how audiences can use actual play media for more than mere entertainment.
目次
Acknowledgments vi
Preface
Shelly Jones 1
Introduction: From Actually Playing to Actual Play
Shelly Jones 5
What Is Actual Play?
Actual Play Reports: Forge Theory and the Forums
Evan Torner 20
Birth of a New Medium or Just Bad TV? Framing and Fractality of Actual Play
Julia J.C. Blau 32
Audience, Framing and Flow
Critical Role and Audience Impact on Tabletop Roleplay
Robyn Hope 56
Communal Narrative in Actual Play Environments: Roles of Participants, Observers and Their Intersections
Anthony David Franklin 74
"Your fun is wrong": Actual Play and Fans
Diversity and Audience Interaction in Critical Role and The Adventure Zone
G.L. van Os 88
Critical Fails: Fan Reactions to Player and Character Choices in Critical Role
Christine Dandrow 118
Actual Play Audience as Archive: Analyzing the Critical Role Fandom
Shelly Jones 136
Commodification and Pedagogy: Other Approaches and Uses of Actual Play
Consumable Play: A Performative Model of Actual Play Networks
Mariah E. Marsden and Kelsey Paige Mason 158
Actual Play as Actual Learning: What Gamers, Teachers and Designers Can Learn About Learning from Actual Play Videos
Alex Layne 189
Conclusion
Shelly Jones 208
About the Contributors 213
Index 215
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