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The functions of role-playing games : how participants create community, solve problems and explore identity Sarah Lynne Bowman

Tipo de material: Libro
 impreso(a) 
 Libro impreso(a) Idioma: Inglés Detalles de publicación: Jefferson, North Carolina, United States McFarland and Company c2010Descripción: vii, 208 páginas 23 centímetrosISBN:
  • 0786447109
  • 9780786447107
Tema(s) en español: Clasificación:
  • 793.93 B6
Indice:Mostrar
Resumen:
Inglés

This study takes an analytical approach to the world of role-playing games, providing a theoretical framework for understanding their psychological and sociological functions. Sometimes dismissed as escapist and potentially dangerous, role-playing actually encourages creativity, self-awareness, group cohesion and "out-of-the-box" thinking. The book also offers a detailed participant-observer ethnography on role-playing games, featuring insightful interviews with 19 participants of table-top, live action and virtual games.

Número de sistema: 35175
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Existencias
Tipo de ítem Biblioteca actual Colección Signatura topográfica Estado Fecha de vencimiento Código de barras
Libros Biblioteca San Cristóbal Acervo General (AG) Acervo General 793.93 B6 Prestado 31/08/2025 ECO010015636

Incluye bibliografía: páginas 197-202 e índice: páginas 203-208

Acknowledgments.. Preface.. Introduction.. 1 Historical Evolution and Cultural Permutations.. 2 Role Playing in Communal Contexts.. 3 Interactional Dynamics in RolePlaying Games.. 4 RolePlaying as Scenario Building and Problem Solving.. 5 Tactical and Social Problem Solving.. 6 RolePlaying as Alteration of Identity.. 7 Character Evolution and Types of Identity Alteration.. Conclusion.. Appendix: Interview Questionnaire.. Chapter Notes.. Bibliography.. Index

This study takes an analytical approach to the world of role-playing games, providing a theoretical framework for understanding their psychological and sociological functions. Sometimes dismissed as escapist and potentially dangerous, role-playing actually encourages creativity, self-awareness, group cohesion and "out-of-the-box" thinking. The book also offers a detailed participant-observer ethnography on role-playing games, featuring insightful interviews with 19 participants of table-top, live action and virtual games. Inglés