The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity: Difference between revisions

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==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==
==Additional links==

Latest revision as of 23:12, 7 January 2017



The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity

FunctionsofRPGsCover.jpg
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