By Gerald Voorhees, Joshua Call, Katie Whitlock
Author note: Gerald A Voorhees (Editor), Joshua name (Editor), Katie Whitlock (Editor)
Dungeons, Dragons, and electronic Denizens is a set of scholarly essays that seeks to symbolize the far-reaching scope and implications of electronic role-playing video games as either cultural and educational artifacts. As a style, electronic function enjoying video games have gone through consistent and radical revision, pushing not just a number of barriers of online game improvement, but additionally the enjoying thoughts and studies of players.
Divided into 3 detailed sections, this most efficient quantity captures the individuality of alternative video game forms, the different types of play they engender and their social and cultural implications. individuals study various video games, from classics like Final Fantasy to blockbusters like World of Warcraft to vague style bending titles like Lux discomfort. operating from a extensive variety of disciplines akin to ecocritism, rhetoric, functionality, gender, and verbal exchange, those essays yield insights that enhance the sector of online game reviews and additional light up the cultural, mental and philosophical implications of a society that more and more produces, performs and discourses approximately function enjoying games.
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Additional resources for Dungeons, Dragons, and Digital Denizens: The Digital Role-Playing Game
Hergenrader takes Fallout 3 into new territory in his essay exploring the possibilities and pitfalls of using RPGs to help teach creative writing. Reflecting on his own experiences in the classroom, Hergenrader offers an example of how RPGs – simultaneously objects of analysis and exemplars of practice – can be utilized as serious games capable of nurturing understanding and building concrete skills. Call explores notions of metagaming rooted in the tensions between in-game and out-of-game logics to challenge the either/or dichotomy of player location.
Gygax, Gary and David Arneson. 1974. Dungeons & Dragons. [Game]. Tactical Studies Rules. King, Brad and John Borland. 2003. Dungeons and Dreamers: The Rise of Computer Game Culture, From Geek to Chic. NY: McGraw-Hill. King, Geoff and Tanya Krzywinska. 2006. Tomb Raiders and Space Invaders: Videogame Forms and Contexts. NY: Plagrave-McMillan. Mortensen, Torill Elvira. 2009. Perceiving Play: The Art and Study of Computer Games. NY: Peter Lang. Namco Tales Studio. 2008. Tales of Vesperia. [Xbox 360 and PlayStation 3].
Notes 1 Lefebvre 1991, 105. Lefebvre distinguishes between durable components/materials (stone, brick, cement) and the more disposable tools and instructions for their use, matériel that is 46 Dungeons, Dragons, and Digital Denizens quickly replaced as those uses change over time. His distinction seems particularly appropriate in the context of the gamescape, where programming capabilities rapidly change to produce new representations with what are essentially the same bits of data, and in terms of environmental conflict over dwindling resources and extractive techniques.
Dungeons, Dragons, and Digital Denizens: The Digital Role-Playing Game by Gerald Voorhees, Joshua Call, Katie Whitlock