Defining Role-Playing Games as Language-Games
Arjoranta, J. (2011). Defining Role-Playing Games as Language-Games. International Journal of Role-Playing, 1 (2), 3-17. Retrieved from http://www.ijrp.subcultures.nl/wp-content/issue2/IJRPissue2-Article1.pdf
Published inInternational Journal of Role-Playing
Role-playing games are a diverse phenomenon, ranging from digital games to live action role-playing. Finding a definition that suits them all is hard, but attempts have been many. All of the definitions emphasize some aspects of role-playing games like rules, the role of players or the story. Many definitions do not describe role-playing games as such, but the activity that is role-playing. This paper looks at one of the latest attempts to define role-playing games, by Hitchens and Drachen (2009), and shows some potential problems with it. As an answer to these problems another definition is proposed, consisting of a game world, participants, shared narrative power and interaction. This definition is given only after discussing the nature of definitions in general. By drawing from the work of Wittgenstein, it is shown that definitions are by their nature bound to language in a way Wittgenstein calls language-games. Language is constantly changing, as the culture surrounding it changes. There are no final definitions for role-playing games, only definitions suited better or worse to a certain historical understanding of role-playing games. However, this does not mean that role-playing games should not be defined, as the definitions given can advance our understanding of what role-playing games are and could be. This paper takes part in the ongoing process of definition. ...
PublisherHogeschool voor de Kunsten
MetadataShow full item record
Showing items with similar title or keywords.
Arjoranta, Jonne (University of Jyväskylä, 2015)
The limits of fantasy : a comparative study of the representations of gender, ethnicity and class in the console fantasy role-playing games Lost Odyssey and Final Fantasy XIII Ekman, Marianne (2013)Peliteollisuuden suosio kasvaa jatkuvasti. Ihmiset pelaavat yhä enemmän, joten on aiheellista tutkia itse pelejä. Niitä on tutkittu monelta eri näkökannalta, kuten millaisissa rooleissa mies- ja naispelihahmot ovat toisiinsa ...
Injustice in the Ruins and a Disordered Post-Apocalypse : Gothic Ideology in the Digital Game World of Fallout 3 Piittinen, Sari (Cardiff University Press, 2020)The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, interpreting it in games and how they are informed by Gothic ideology has been little studied. This study seeks to address ...
‘Whose were those feelings?’ : Affect and likenessing in Halat hisar live action role-playing game Pöllänen, Sonja; Arjoranta, Jonne (SAGE Publications, 2021)Halat hisar was a live action role-playing game (larp) organized in Finland in 2016. Halat hisar’s ambition as a larp was to mirror the current situation in Palestine. In larps, participants take on different roles and ...
White, William J.; Arjoranta, Jonne; Hitchens, Michael; Peterson, Jon; Torner, Evan; Walton, Jonathan (Routledge, 2018)