We uncover how geographically distributed players of table- top role-playing games engage narrative, ludic, and social aspects of play. Our existing understandings of tabletop role-playing games are centered around co-located play on physical tabletops. Yet, online play is increasingly popular. We interviewed 14 players, experienced with online virtual tabletops. Our findings reveal the seams—points where media, activities, and technology intersect—within virtual tabletop environments that enable distributed players to shift among collaborative storytelling, applying game rules and mechanics, and socially interacting with each other
Including others in a playful activity fundamentally changes the concept of play into social play. T...
Currently, game research is characterized by the (re)construction of contested boundaries such as th...
Online worlds have become a fundamental element of the virtual landscape. The development of MMORPGs...
We uncover how geographically distributed players of tabletop role-playing games engage narrative, l...
International audiencePlayers in Massively Multiplayer Online Role-Playing Games (MMORPGs) generate ...
This study examines the interaction between narrative and collaborative worldbuilding and premade, e...
This thesis explores physical and social aspects of playing tabletop games physically versus remotel...
International audiencePlayers in modern Massively Multiplayer Online Role-Playing Games progress thr...
Our objective is to explore distributed forms of creativity that arise in play to help guide and fos...
The virtual ethnographic study by Kathryn Stam and Michael Scialdone seeks to understand social inte...
© 2016 Dr. Mitchell Owen HarropThis thesis covers the negotiation of rules and experiences by player...
peer reviewedThis paper is concerned with how the spatial distribution of written informings in a se...
Our work details the process by which a young gamer accesses information and social resources in gam...
Role-playing games have a unique structure and exist in multiple mediums. Although some research is ...
Although there is interest in the educational potential of online multiplayer games and virtual worl...
Including others in a playful activity fundamentally changes the concept of play into social play. T...
Currently, game research is characterized by the (re)construction of contested boundaries such as th...
Online worlds have become a fundamental element of the virtual landscape. The development of MMORPGs...
We uncover how geographically distributed players of tabletop role-playing games engage narrative, l...
International audiencePlayers in Massively Multiplayer Online Role-Playing Games (MMORPGs) generate ...
This study examines the interaction between narrative and collaborative worldbuilding and premade, e...
This thesis explores physical and social aspects of playing tabletop games physically versus remotel...
International audiencePlayers in modern Massively Multiplayer Online Role-Playing Games progress thr...
Our objective is to explore distributed forms of creativity that arise in play to help guide and fos...
The virtual ethnographic study by Kathryn Stam and Michael Scialdone seeks to understand social inte...
© 2016 Dr. Mitchell Owen HarropThis thesis covers the negotiation of rules and experiences by player...
peer reviewedThis paper is concerned with how the spatial distribution of written informings in a se...
Our work details the process by which a young gamer accesses information and social resources in gam...
Role-playing games have a unique structure and exist in multiple mediums. Although some research is ...
Although there is interest in the educational potential of online multiplayer games and virtual worl...
Including others in a playful activity fundamentally changes the concept of play into social play. T...
Currently, game research is characterized by the (re)construction of contested boundaries such as th...
Online worlds have become a fundamental element of the virtual landscape. The development of MMORPGs...