The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity: Difference between revisions
IdiotSavant (talk | contribs) m (Template; remove spam) |
IdiotSavant (talk | contribs) mNo edit summary |
||
Line 6: | Line 6: | ||
|publisher=McFarland | |publisher=McFarland | ||
|language=English | |language=English | ||
|pages=216 | |||
|homepage_url=http://www.mcfarlandpub.com/book-2.php?id=978-0-7864-4710-7 | |homepage_url=http://www.mcfarlandpub.com/book-2.php?id=978-0-7864-4710-7 | ||
|homepage_link_text=The Functions of Role-Playing Games | |homepage_link_text=The Functions of Role-Playing Games | ||
}} | }} | ||
==Summary== | ==Summary== | ||
''The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity'' by Sarah Lynne Bowman, published in 2010, takes an analytical approach to the world of role-playing games, providing a theoretical framework for understanding their psychological and sociological functions. Sometimes dismissed as escapist and potentially dangerous, role-playing actually encourages creativity, self-awareness, group cohesion and "out-of-the-box" thinking. The book also offers a detailed participant-observer ethnography on role-playing games, featuring insightful interviews with 19 participants of table-top, live action and virtual games. | '''The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity''' by [[Sarah Lynne Bowman]], published in 2010, takes an analytical approach to the world of role-playing games, providing a theoretical framework for understanding their psychological and sociological functions. Sometimes dismissed as escapist and potentially dangerous, role-playing actually encourages creativity, self-awareness, group cohesion and "out-of-the-box" thinking. The book also offers a detailed participant-observer ethnography on role-playing games, featuring insightful interviews with 19 participants of table-top, live action and virtual games. | ||
==Additional links== | |||
* [http://www.mcfarlandpub.com/book-2.php?id=978-0-7864-4710-7 The Functions of Role-Playing Games] at McFarland Books | |||
[[category: Academic]] | [[category: Academic]] |
Revision as of 18:51, 1 January 2016
The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity
- Author
- Sarah Lynne Bowman
- Publisher
- McFarland
- Year
- 2010
- Language
- English
- Pages
- 216
Summary
The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity by Sarah Lynne Bowman, published in 2010, takes an analytical approach to the world of role-playing games, providing a theoretical framework for understanding their psychological and sociological functions. Sometimes dismissed as escapist and potentially dangerous, role-playing actually encourages creativity, self-awareness, group cohesion and "out-of-the-box" thinking. The book also offers a detailed participant-observer ethnography on role-playing games, featuring insightful interviews with 19 participants of table-top, live action and virtual games.
Additional links
- The Functions of Role-Playing Games at McFarland Books