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Anonymous Anonymous said...

Excellent stuff.

I think a fourth reason might be simply that the subject matter is of little or no interest to those outside the game. In order to overcome this notion, you'd need to make a strong argument that the dynamics of "the game" are somehow applicable or important to the world beyond it. Does the research into this field have any external value--a value that can't be more fully realized by exploring some other, more widely accepted activity?

April 25, 2009 at 10:23 PM

Blogger Rob Kuntz said...

Very good; and no doubt a broader study will be made as the researchers ponder the online games (WoW, et al) phenomena that D&D/RPG influenced. And that will collide, though gently, with Lance's point, as well.

April 26, 2009 at 9:17 AM

Blogger Kiltedyaksman said...

Lance, you are bang-on. Don't worry, that's coming. What we bring (socially, culturally, historically) to our games provides the rationale for the research - and perhaps the reason why we play games at all. I'm hopeful to bring some of those here for some preliminary feedback from the community. LotGD raises another point that there is much to be gained from a review of the MMO literature re: PnP RPGs. There's a new MIT Press book on WOW that's a good example. Cheers and thanks.

April 26, 2009 at 11:38 AM

Blogger Benoist said...

I too think a further development of this field of study is inevitable, particularly when considering indeed the popularity of MMOs. Sooner or later, questions revolving around the popularity of World of Warcraft and Co will trigger further interest into the hobbies that influenced the way they are now. TRPGs and Wargames and other offshoots of the hobby will come to mind by that time.

As to the external value of TRPGs on a larger scale, it makes no doubt to me. We could be speaking here of management, of team-work and social dynamics on a micro-scale, if we only consider the game table itself. Off the top of my head, studies of the relation between these dynamics and the published sources that influence them as they relate, for instance, to the rules of a group or workplace and components like the size of said group/workplace and management/leader-employee/follower relationships would be interesting to initiate, for instance.

The type of mythologies developed around dinner tables would also be interesting to study as they relate to the spiritual relativism of the times (thinking of the works of J. Campbell here). And that's just for starters!

April 26, 2009 at 12:34 PM

Blogger Heruka said...

Thoughtful and moving towards an opening-up of important territory. Thanks for the post and comments.

My tuppence worth would be a suggestion that any research or focus for study, should also take on board the key themes of psychology (of narrative, of the intrapersonal dynamics of playing a role, the interpersonal aspects of doing so in relation to others, and of group process on all levels) and the ground of being for the whole roleplaying enterprise - imagination. How does the game give us feedback about responses to events in life, as well as in the life of the imagination?

I'm currently writing a book on Trauma (I'm a psychotherapist) and I am using material from an ongoing AD&D campaign as an illustration of complex dynamics around responses to traumatic events (on the level of PCs, players, groups and reflections of the 'real lives' of participants, as well as iin 'cultural' terms, and with an eye upon the creative expression of place and 'milieu').

Fascinating areas though - and all power to everyone so engaged.

April 27, 2009 at 3:12 AM

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