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International Journal of Role-Playing

Research18 reports · 62 articles

Open-access peer-reviewed journal on role-playing games, larp and related play forms, now hosted by Uppsala University.

Documents

Cover of Playing House in a World of Night: Discursive Trajectories of Masculinity in a Tabletop Role-Playing Game
Article

Playing House in a World of Night: Discursive Trajectories of Masculinity in a Tabletop Role-Playing Game

William J. White's study examines how male players enact and negotiate masculine identities during a session of Ganakagok, a small-press indie tabletop role-playing game he designed, set on a starlit island of ice at the approach of dawn.

  • The study analyses a 2009 play session of Ganakagok, a small-press indie tabletop role-playing game designed by the author, William J. White, and argues that RPGs can function as aesthetic and expressive performance rather than merely as play.
  • Male players oriented their characters toward three normative ideal types of masculinity: the traditional or respectable, the rough or virile, and the sensitive or liberated.
  • Players modulated these masculine positions through free indirect style, irony, and self-parody, and narratives of masculinity were renegotiated across the course of a session.
International Journal of Role-PlayingMar 2011
Cover of Stereotypes and Individual Differences in Role-Playing Games
Whitepaper15 pages

Stereotypes and Individual Differences in Role-Playing Games

Research on role-playing gamers challenges the familiar image of players as young, socially awkward males prone to antisocial behavior.

  • Role-playing gamers are not the stereotypical young, socially awkward males: Entertainment Software Association figures from 2007 and 2009 put the share of women at roughly 40 percent and the average player age at about 35.
  • Role-playing games were a substantial market in 2008, accounting for 5.4 percent of US video game sales and 19.6 percent of computer game sales, though the genre still lacks an agreed formal definition.
  • Personality research on role-playing gamers is mixed and modest: several studies report higher openness to experience and some describe more introversion, while neuroticism and psychoticism generally show no meaningful difference from control groups.
International Journal of Role-PlayingMar 2011
Cover of Defining Role-Playing Games as Language-Games
Article

Defining Role-Playing Games as Language-Games

Arjoranta's paper, "Defining Role-Playing Games as Language-Games," argues that role-playing games resist a single, final definition and that the search for one may be misguided.

  • Arjoranta argues role-playing games resist a single final definition and are better understood as a family of overlapping, context-dependent practices in the Wittgensteinian sense of family resemblance.
  • The paper locates the essence of RPGs in shared narrative power and the social, interactive co-creation of a game world, rather than in checklists of features such as a game master, characters, or a rulebook.
  • The author faults Hitchens and Drachen's six-part definition as too broad, since it would include some first-person shooters, and as assuming a strict player/game-master binary that collaborative and indie examples like #kotikatu and The Mountain Witch complicate.
International Journal of Role-PlayingMar 2011
Cover of A Hermeneutical Approach to Role-Playing Analysis
Article

A Hermeneutical Approach to Role-Playing Analysis

"A Hermeneutical Approach to Role-Playing Analysis" proposes an interpretive framework for studying role-playing games, treating them as sets of texts that participants and observers read and understand.

  • The paper proposes an interpretive, hermeneutical framework (drawing on Paul Ricoeur and bridging the Forge and Nordic larp communities) to address role-playing research's lack of shared methodology, discourse corruption, and subjective bias.
  • Its central remedy is an adapted hermeneutic system built on the Hermeneutical Circle and explicit deconstruction of researchers' pre-understandings, presented as a translation tool for moving theory across different role-playing cultures.
  • Role-playing lacks winning conditions and intentional competitive structure, so it operates mainly through imaginatio (shared imagining of fictions) rather than intellectio, and occupies a liminoid rather than fully liminal space.
International Journal of Role-PlayingDec 2008
Cover of Seeking Fulfillment: Comparing Role-Play in Table-Top Gaming and World of Warcraft
Article

Seeking Fulfillment: Comparing Role-Play in Table-Top Gaming and World of Warcraft

Jason Pittman and Christopher Paul's study argues that role-play has largely migrated from tabletop settings into online environments, and that game scholarship has underexamined this shift.

  • The core argument is that the key difference between tabletop role-play and World of Warcraft is who controls the fictional world: a human Game Master adapts rules and outcomes dynamically in tabletop play, while a computer program enforces fixed game logic in WoW.
  • Fulfillment was split almost evenly between tabletop and WoW play, with WoW preferred for convenience and visual immersion and tabletop valued for creative freedom and face-to-face social interaction.
  • Location and age were the strongest correlates of preference: rural respondents exclusively favored WoW, urban respondents leaned toward tabletop or had no preference, and younger players preferred WoW more strongly than late-college-age players.
International Journal of Role-PlayingDec 2008
Cover of Roles and Worlds in the Hybrid RPG Game of Oblivion
Article

Roles and Worlds in the Hybrid RPG Game of Oblivion

Erik Champion's analysis argues that single-player role-playing games such as The Elder Scrolls IV: Oblivion can convey a sense of social and cultural worlds, but that the notion of "world" in commercial games remains poorly defined.

  • The report argues that environmental, social, and cultural dimensions of virtual worlds are routinely conflated in research and should be distinguished as separate analytical categories.
  • Oblivion is assessed as a strong environmental simulation (wildlife behaviour, weather, seasonal flora, hazards, independently running ecological processes) and a weak social world, with NPCs following hard-coded behaviours and gossip delivered as monologue.
  • Oblivion is judged a comparatively weak cultural world because its role-playing functions mainly as game-balance attributes rather than meaningful cultural practices, and its curatorial and interpretive dimensions are underdeveloped.
International Journal of Role-PlayingDec 2008
Cover of The Many Faces of Role-Playing Games
Article

The Many Faces of Role-Playing Games

"The Many Faces of Role-Playing Games" addresses a longstanding problem in game studies: role-playing games (RPGs) have spanned three decades and many forms, from pen-and-paper tabletop play to live-action events, single-player digital titles, massively multiplayer online worlds, freeform games, and pervasive play, yet no…

  • Role-playing games have spanned three decades across formats including pen-and-paper tabletop, live-action, single-player digital, massively multiplayer online, freeform, and pervasive play, yet lack a widely accepted definition distinguishing them from other game types.
  • The authors argue existing definitions are either normative, too narrow, or so broad that first-person shooters and platformers would qualify, and aim to derive a more discriminating definition from features common across seven representative RPG formats.
  • RPGs are distinguished by a combination of features rather than a single mechanic: an imaginary game world, player-controlled characters with developable traits, a game master role or functional equivalent, wide but abstractly handled interaction, and emergent narrative.
International Journal of Role-PlayingDec 2008
Cover of The Invisible Rules of Role-Playing: The Social Framework of Role-Playing Process
Article

The Invisible Rules of Role-Playing: The Social Framework of Role-Playing Process

Markus Montola's paper argues that role-playing is best understood as a social process resting on three implicit "invisible rules": the imaginary game world, the power structure governing who shapes that world, and the personified player character.

  • Role-playing is framed as a social process resting on three implicit "invisible rules": the imaginary game world, the power structure governing who shapes that world, and the personified player character, rather than as a fixed artifact.
  • The shared game world is produced through an interpretation loop in which players interpret input, adjust their subjective diegesis, and communicate those adjustments, so the world is never fixed by a rulebook alone.
  • Players redefine rule-given elements through cultural convention and negotiation, and the fictional world need only be coherent rather than realistic or complete.
International Journal of Role-PlayingDec 2008