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Case Study - Dungeons & Dragons

The Role-Playing Game And The Game Of Role-Playing
The Ludic Self and Every day Life (D. Waskul)

Abstract:
"Games are world-building activities" (Goffman 1961) *worldbuilding + spacial*
"games present an ideal context for examining a wide range of social and cultural
dynamics. How player in fantasy role playing games negotiate themselves in the precarious margins between reality, imagination, and fantasy. I inverstigate this dynamic in context of traditional dice-based role-playing games - overwhelmingly, D&D"


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