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Tabletop Role-Playing Games and the ...
~
Mizer, Nicholas J.
Tabletop Role-Playing Games and the Experience of Imagined Worlds
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Tabletop Role-Playing Games and the Experience of Imagined Worlds/ by Nicholas J. Mizer.
Author:
Mizer, Nicholas J.
Description:
XIII, 174 p. 7 illus., 5 illus. in color.online resource. :
Contained By:
Springer Nature eBook
Subject:
Ethnology. -
Online resource:
https://doi.org/10.1007/978-3-030-29127-3
ISBN:
9783030291273
Tabletop Role-Playing Games and the Experience of Imagined Worlds
Mizer, Nicholas J.
Tabletop Role-Playing Games and the Experience of Imagined Worlds
[electronic resource] /by Nicholas J. Mizer. - 1st ed. 2019. - XIII, 174 p. 7 illus., 5 illus. in color.online resource. - Palgrave Games in Context. - Palgrave Games in Context.
1. Introduction -- 2. Entering Imagined Worlds through Enchanted Rationalization -- 3. A Life Well Played: How the Past Shapes our Experience of Worlds -- 4. Color, Song, and Choice Diction: Using Chromomancy to Summon Worlds -- 5. Responsibly and Accurately: Dwelling in Imagined Worlds -- 6. Journey's End.
In 1974, the release of Dungeons & Dragons forever changed the way that we experience imagined worlds. No longer limited to simply reading books or watching movies, gamers came together to collaboratively and interactively build and explore new realms. Based on four years of interviews and game recordings from locations spanning the United States, this book offers a journey that explores how role-playing games use a combination of free-form imagination and tightly constrained rules to experience those realms. By developing our understanding of the fantastic worlds of role-playing games, this book also offers insight into how humans come together and collaboratively imagine the world around us.
ISBN: 9783030291273
Standard No.: 10.1007/978-3-030-29127-3doiSubjects--Topical Terms:
558761
Ethnology.
LC Class. No.: GN301-674
Dewey Class. No.: 306
Tabletop Role-Playing Games and the Experience of Imagined Worlds
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1. Introduction -- 2. Entering Imagined Worlds through Enchanted Rationalization -- 3. A Life Well Played: How the Past Shapes our Experience of Worlds -- 4. Color, Song, and Choice Diction: Using Chromomancy to Summon Worlds -- 5. Responsibly and Accurately: Dwelling in Imagined Worlds -- 6. Journey's End.
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In 1974, the release of Dungeons & Dragons forever changed the way that we experience imagined worlds. No longer limited to simply reading books or watching movies, gamers came together to collaboratively and interactively build and explore new realms. Based on four years of interviews and game recordings from locations spanning the United States, this book offers a journey that explores how role-playing games use a combination of free-form imagination and tightly constrained rules to experience those realms. By developing our understanding of the fantastic worlds of role-playing games, this book also offers insight into how humans come together and collaboratively imagine the world around us.
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