This study aims to investigate how individuals that have been playing pen and paper role-playing games since the 1990s to 2016 view their own experiences and the development of role-playing games. Six informants were interviewed in-depth about their experiences and how they view the change of roleplaying games and how society sees it. All the informants had been playing roleplaying games since the 1990s and are still playing. In the thematic analysis, five themes were identified: negative experiences, relationships, fantasy, development and normative change. This study exemplifies the complexity of belonging to a stigmatized group and also how a cultural phenomenon can grow, change and become accepted. It also highlights the role the inform...
The aim of this study is to see how board games and board game clubs can be part of the creation of ...
With its 12 million players World of Warcraft (WoW) is one of the most popular computer games to dat...
This thesis presents a qualitative study of player experience with and understanding of Fortnite. Th...
This study aims to investigate how individuals that have been playing pen and paper role-playing gam...
Tabletop role-playing games (TRPGs), also known as Pen-and-Paper role-playing games(PnP-RPGs), are g...
Rollspel är en fritidssysselsättning som lockar många ungdomar att börja spela. Det kan dock anses s...
In modern society the mere reading of a text is not enough, instead human strive for literacy, a dee...
This thesis presents a Q-methodological study whose purpose is to capture people's experience and di...
In a recent pilot study, it was revealed that certain players of Pokémon Go did not account for the ...
Rollspel blir alltmer populära på en global nivå, med spelare runt hela världen och publikationer på...
Syftet med föreliggande studie var att undersöka hur kön och rollspelande relaterar till affektiv oc...
The connection that players can feel toward their characters in pen-and-paper roleplaying games is a...
Games can be used to convey meaning and communicate messages. While there is ample research on games...
Loot Boxes in video games are a controversial phenomenon that has gotten more and more attention fro...
The aim of the dissertation is to understand the playing of computer games based on its own conditio...
The aim of this study is to see how board games and board game clubs can be part of the creation of ...
With its 12 million players World of Warcraft (WoW) is one of the most popular computer games to dat...
This thesis presents a qualitative study of player experience with and understanding of Fortnite. Th...
This study aims to investigate how individuals that have been playing pen and paper role-playing gam...
Tabletop role-playing games (TRPGs), also known as Pen-and-Paper role-playing games(PnP-RPGs), are g...
Rollspel är en fritidssysselsättning som lockar många ungdomar att börja spela. Det kan dock anses s...
In modern society the mere reading of a text is not enough, instead human strive for literacy, a dee...
This thesis presents a Q-methodological study whose purpose is to capture people's experience and di...
In a recent pilot study, it was revealed that certain players of Pokémon Go did not account for the ...
Rollspel blir alltmer populära på en global nivå, med spelare runt hela världen och publikationer på...
Syftet med föreliggande studie var att undersöka hur kön och rollspelande relaterar till affektiv oc...
The connection that players can feel toward their characters in pen-and-paper roleplaying games is a...
Games can be used to convey meaning and communicate messages. While there is ample research on games...
Loot Boxes in video games are a controversial phenomenon that has gotten more and more attention fro...
The aim of the dissertation is to understand the playing of computer games based on its own conditio...
The aim of this study is to see how board games and board game clubs can be part of the creation of ...
With its 12 million players World of Warcraft (WoW) is one of the most popular computer games to dat...
This thesis presents a qualitative study of player experience with and understanding of Fortnite. Th...