TA-RPG Research

The tabletop role-playing and collaborative-play research that informs this track, gathered in one place.

Open Journals

  1. Adams, A. S. (2013). Needs met through role-playing games: A fantasy theme analysis of Dungeons & Dragons. Kaleidoscope: A Graduate Journal of Qualitative Communication Research, 12, 1-19.
  2. Bäcke, M. (2012). Make-believe and make-belief in Second Life role-playing communities. Convergence, 18, 85-92. https://doi.org/10.1177/1354856511419917
  3. Blackmon, W. D. (1994). Dungeons and dragons: The use of a fantasy game in the psychotherapeutic treatment of a young adult. Journal of Psychotherapy, 48, 624-632. https://doi.org/10.1176/appi.psychotherapy.1994.48.4.624
  4. Bruner, J. (1991). The narrative construction of reality. Critical Inquiry, 18, 1-21. https://doi.org/10.1086/448619
  5. Consalvo, M. (2009). There is no magic circle. Games and Culture, 4, 408-417.
  6. Cross, K. A. (2012). The new laboratory of dreams: Role-playing games as resistance. Women’s Studies Quarterly, 40, 72-90. https://doi.org/10.2307/23333474
  7. Gordon, E., Haas, J., & Michelson, B. (2017). Civic creativity: Role-playing games in deliberative process. International Journal of Communication, 11, 3789-3807. doi:1932–8036/20170005
  8. Goulding, C., & Shankar, A. (2011). Club culture, neotribalism and ritualised behaviour. Annals of Tourism Research, 38, 1435-1453. https://doi.org/10.1016/j.annals.2011.03.013
  9. Harter, L. M. (2009). Narratives as dialogic, contested, and aesthetic performances. Journal of Applied Communication Research, 37, 150-150. https://doi.org/10.1080/00909880902792255
  10. Ibarra, H., & Petriglieri, J. L. (2010). Identity work and play. Journal of Organizational Change Management, 23, 10-25. https://doi.org/10.1108/09534811011017180
  11. McManus, C. (1993). The personality of fantasy game players. British Journal of Psychology, 84, 505-509. doi:10.1111/j.2044-8295.1993.tb02498.
  12. Milford, M., & Rowland, R. C. (2012). Situated ideological allegory and Battlestar Galactica. Western Journal of Communication, 76, 536-551. https://doi.org/10.1080/10570314.2011.651254
  13. Osborne, H. (2012). Performing self, performing character: Exploring gender performativity in online role-playing games. Transformative Works and Cultures, 11, 1-25. https://doi.org/10.3983/twc.2012.0411
  14. Punday, D. (2005). Creative accounting: Role-playing games, possible-world theory, and the agency of imagination. Poetics Today, 26, 113-139. https://doi.org/10.1215/03335372-26-1-113
  15. Raghuraman, R. (2000). Dungeons and Dragons: Dealing with emotional and behavioral issues of an adolescent with diabetes. The Arts in Psychotherapy, 27, 27-39. https://doi.org/10.1016/S0197-4556(99)00025-8
  16. Shank, N. (2015). Productive violence and poststructural play in the Dungeons and Dragons narrative. Journal of Popular Culture, 48, 184-197. https://doi.org/10.1111/jpcu.12242
  17. Thorhauge, A. M. (2013). The rules of the game—The rules of the player. Games and Culture, 8, 371-391. https://doi.org/10.1177/1555412013493497
  18. Tracy, S. J., & Trethewey, A. (2005). Fracturing the real-self ↔ fake-self dichotomy: Moving toward crystallized organizational discourses and identities. Communication Theory, 15, 168-195. https://doi.org/10.1093/ct/15.2.168
  19. Waskul, D., & Lust, M. (2004). Role-playing and playing roles: The person, player, and persona in fantasy role-playing. Symbolic Interaction, 27, 333-356. https://doi.org/10.1525/si.2004.27.3.333
  20. Wright, J., Weissglass, D., & Casey, V. (2017). Imaginative role-playing as a medium for moral development: Dungeons & Dragons provides moral training. Journal of Humanistic Psychology, 1, 1-31. https://doi.org/10.1177/0022167816686263

Paywalled or Library Resources

  1. Bowman, S. L. (2010). Functions of role-playing games: How participants create community, solve problems, and explore identity. McFarland & Company.
  2. Bowman, S. L. (2017). Connecting stage acting, role-playing, and improvisation. In E. Torner, E. L. Waldron, & A. Trammell (Eds.), Analog game studies: Volume II (pp. 143-154). Carnegie Mellon University, ETC Press.
  3. Bowman, S. L., & Lieberoth, A. (2018). Psychology and role-playing games. In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: A transmedia approach (pp. 245-264). Routledge.
  4. Carroll, J. L., & Carolin, P. M. (1989). Relationship between game playing and personality. Psychological Reports, 64, 705-706. https://doi.org/10.2466/pr0.1989.64.3.705
  5. Carter, R., & Lester, D. (1998). Personalities of players of Dungeons and Dragons. Psychological Reports, 82, 182. https://doi.org/10.2466/PR0.82.1.182-182
  6. Curtis, K. (2017). Using iterative cycles of discovery within a Glaserian grounded theory of socialization in compassion. The SAGE Research Methods Cases. https://doi.org/10.4135/9781526411471
  7. D’Anastasio, C. (2014, August 27). Dungeons & Dragons has caught up with third-wave feminism. Vice.com. https://www.vice.com/en_us/article/exmqg7/dungeons-and-dragons-has-caught-up-with-third-wave-feminism-827
  8. DeRenard, L., & Kline, L. (1990). Alienation and the game Dungeons and Dragons. Psychological Reports, 66, 1219-1222. https://doi.org/10.2466/pr0.1990.66.3c.1219
  9. dos Santos Petry, A. (2013). The concept of magic circle: A critical reading. Digital Work, 5, 36-57. https://doi.org/10.25029/od.2013.30.5
  10. Fine, G. A. (1983). Shared fantasy: Role-playing games as social worlds. University of Chicago Press.
  11. Frank, A. W. (2013). The wounded storyteller: Body, illness, and ethics (2nd ed.). The University of Chicago Press.
  12. Garcia, A. (2017). Privilege, power, and Dungeons & Dragons: How systems shape racial and gender identities in tabletop role-playing games. Mind, Culture, and Activity, 24, 232-246. https://doi.org/10.1080/10749039.2017.1293691
  13. Goffman, E. (1959). The presentation of self in everyday life. Doubleday.
  14. Gygax, G. (1979). Dungeon master’s guide (1st ed.). TSR Games.
  15. Gygax, G., & Arneson, D. (1974). Dungeons & dragons: Men & magic. Tactical Studies Rules.
  16. Haeck, J. (2019, August 14). Reimagining racial ability scores. dndbeyond.com. https://www.dndbeyond.com/posts/563-reimagining-racial-ability-scores
  17. Hassania, T. (2016, October 24). Why playing Dungeons & Dragons has left me feeling empowered in a way Beyoncé never has. Nationalpost.com. https://nationalpost.com/life/why-playing-dungeons-dragons-has-left-me-feelingempowered-in-a-way-beyonce-never-has
  18. Huizinga, J. (2014). Homo ludens: A study of the play-element in culture. Martino Publishing. (Original work published 1950).
  19. Kramarae, C. (2012). Muted group theory. In E. A. Griffin (Ed.), A first look at communication theory (8th ed.) (pp. 460-471). McGraw-Hill.
  20. Lancaster, K. (1994). Do role-playing games promote crime, Satanism and suicide among players as critics claim? Journal of Popular Culture, 28, 67-80. https://doi.org/10.1111/j.0022-3840.1994.2802_67.x
  21. Lindemann, K. (2020). Performative ways of knowing. In B. H. Spitzberg, D. J. Canary, & H. E. Canary, The communication capstone: The communication inquiry and theory experience (pp. 105-119). Cognella.
  22. Magrann, K. (2012, May 16). Performing gender: Playing a man, playing a woman. Gamingaswomen.com. http://www.gamingaswomen.com/posts/2012/05/performing-gender-playing-a-man-playing-a-woman/
  23. Mason, P. (2004). In search of the self, a survey of the first 25 years of Anglo-American role-playing theory. In M. Montola & J. Stenros (Eds.), Beyond role and play: Tools, toys and theory for harnessing the imagination (pp. 1-14). Ropecon.
  24. Nephew, M. (2006). Playing with identity: Unconscious desire and role-playing games. In J. P. Williams, S. Q. Hendricks, & W. K. Winkler (Eds.), Gaming as culture (pp. 120-139). McFarland & Company.
  25. Simón, A. (1987). Emotional stability pertaining to the game of Dungeons & Dragons. Psychology in Schools, 24, 329-332. doi:10.1002/1520-6807
  26. Stenros, J., & Sihvonen, T. (2017). Out of the dungeons: Representations of queer sexuality in RPG source books. In E. Torner, E. L. Waldron, & A. Trammell (Eds.), Analog game studies: Volume II (pp. 71-92). Carnegie Mellon University, ETC Press.
  27. Tynes, J. (2010). Prismatic play: Games as windows to the real world. In P. Harrington & N. W. Fruin (Eds.), Second person: Role playing and story in games and playable media (pp. 221-228). MIT Press.
  28. White, W. J. (2018). Communication research and role-playing games. In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: A transmedia approach (pp. 337-345). Routledge.
  29. Williams, J. P., Kirschner, D., Mizer, N., & Deterding, S. (2018). Sociology and role-playing games. In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: A transmedia approach (pp. 227-244). Routledge.
  30. Zalka, C. V. (2016). Adventures in the classroom: Creating traditional story-based role-playing games for the high school curriculum. Storytelling, Self, Society, 2, 173-206. https://doi.org/10.13110/storselfsoci.12.2.0173

Extras

  1. Drachen, A. (2008). Welcome to the first issue of the ISRP. The International Journal of Role-Playing, 1, 2.
  2. Fujiki, M., Brinton, B., McCleave, C. P., Anderson, V. W., & Chamberlain, J. P. (2013). A social communication intervention to increase validating comments by children with language impairment. Language, Speech, and Hearing Services in Schools, 44, 3-19. https://doi.org/10.1044/0161-1461(2012/11-103)
  3. Jerslev, A. (2014). Celebrification, authenticity, gossip: The celebrity humanitarian. Nordicom Review, 35, 171-186. https://doi.org/10.2478/nor-2014-0111