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DiGRA
The authors contend that Gary Alan Fine's 1983 ethnography no longer captures a player base and cultural standing that have changed substantially. They position their study as a necessary re-evaluation.
Dungeons & Dragons' recent resurgence is examined through a 2019 qualitative study of twenty Australian players, which identifies three principal drivers: positive media representation, reduced stigma following the 1980s Satanic Panic, and increased access. The authors argue that the game has been under-studied in academic work, particularly non-digital play, despite market growth from $7.2 billion in 2017 to a forecast $12 billion by 2023. They contend that Gary Alan Fine's 1983 ethnography no longer captures a player base and cultural standing that have changed substantially, positioning their study as a necessary re-evaluation.
Media representation emerges as the most prominent factor. Participants credited the actual-play show Critical Role and the nostalgic series Stranger Things with sparking renewed interest, and these accounts are supported by a reported 53% increase in Wizards of the Coast print and eBook sales between 2017 and 2018. The authors also situate this trend within broader social conditions, citing research that fantasy media provides comfort in uncertain times. The supporting evidence for interest spikes following each Stranger Things season is less fully documented, as the underlying data are not presented.
Reduced stigma forms the study's second major theme. Ten participants cited growing acceptance driven by positive media portrayals, and four described diminished religious panic, three of whom explicitly referenced the Satanic Panic. Participants also pointed to lower perceived barriers to entry, while credit for broadened participation went to platforms such as Twitch, YouTube, Roll20, and D&D Beyond, along with the 2014 fifth edition ruleset. The authors interpret these access-related developments through Jenkins' convergence culture framework.
The study concludes that media representation, stigma reduction, and media convergence together shaped how players understand the game's modern popularity. Its scope is deliberately qualitative and participant-based, drawn from a small Australian sample, and the authors acknowledge that the findings reflect the perceptions of players at a particular moment rather than generalizable measurements of the wider population.
DiGRA · 2022
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