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. http://www.marinkacopier.nl/ijrp/wp-content/issue2/IJRPissue2-Article1.pdf
Published in
International Journal of Role-PlayingAuthors
Date
2011Discipline
Digitaalinen kulttuuriCopyright
© Author, International Journal of Role-Playing and Utrecht School of the Arts
Finding a definition of role-playing games that is both representative and unambiguous is not simple. The differences among tabletop roleplaying games, live-action role-playing and digital role-playing games are remarkable, yet they are all considered role-playing games. Hitchens and Drachen (2009) have proposed a definition of roleplaying games comprising of all these types in an attempt to find a definition that could be “commonly accepted”. This paper expands upon this definition, exploring its strengths and weaknesses, its relation to digital games and finally suggests an alternative approach. This alternative approach is based on Wittgenstein’s works on the nature of language, and the hermeneutic tradition’s conception of truth. This should be understood as a continuation of the discussion on defining roleplaying games, not as an attempt to end the discussion in some conclusive way. Some general remarks on the problems of exclusive definitions are also presented.
Publisher
NAISSN Search the Publication Forum
2210-4909Keywords
Original source
http://www.marinkacopier.nl/ijrp/wp-content/issue2/IJRPissue2-Article1.pdfPublication in research information system
https://converis.jyu.fi/converis/portal/detail/Publication/20601718
Metadata
Show full item recordCollections
Related items
Showing items with similar title or keywords.
-
Real-time hermeneutics : meaning-making in ludonarrative digital games
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 ... -
Text, language & literature of fictional worlds : analysis of the language of Skyrim and roleplaying video games
Virta, Mikko (2024)Kielentutkimus videopeleissä on usein keskittynyt pelien positiiviseen rooliin kielten oppimisessa. Kun peleistä on tullut suurempia ja kunnianhimoisempia, monet niistä ovat kehittyneet fiktiivisiksi maailmoiksi, ja tämä ... -
Playing horror : narrative and genre in Valve's Left 4 Dead Series
Schäfer, Iris (2013)The place of story and narrative in digital games has been a hotly contested topic within the field of Game Studies during the past two decades. Beyond the question of whether games can or should be used for telling stories, ... -
Reconstructing the Gothic in games and gaming : Gothic monsters and ideology in the story world and player experiences of Fallout 3
Piittinen, Sari (Jyväskylän yliopisto, 2018)This dissertation research investigates the deployment of Gothic elements in digital games and player experiences of Gothic monsters. The Gothic is a rich and popular resource for games that, through representations ...