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This book explores the interplay of heritage, memory, identity and
history within postcolonial board games and their surrounding
paratexts. shows how colonialism-themed games work as
representations of the past that are influenced by existing
heritage narratives and discourses. also considers the implications
of using colonial histories in games and its impact on its
audience, the games’ players. will be relevant to scholars and
postgraduate students in the fields of game studies, game design or
development, heritage studies, postcolonial criticism, media
studies, and history. It will also be beneficial to practicing game
developers.
Role-play as a Heritage Practice is the first book to examine
physically performed role-enactments, such as live-action role-play
(LARP), tabletop role-playing games (TRPG), and hobbyist historical
reenactment (RH), from a combined game studies and heritage studies
perspective. Demonstrating that non-digital role-plays, such as
TRPG and LARP, share many features with RH, the book contends that
all three may be considered as heritage practices. Studying these
role-plays as three distinct genres of playful, participatory and
performative forms of engagement with cultural heritage, Mochocki
demonstrates how an exploration of the affordances of each genre
can be valuable. Showing that a player's engagement with history or
heritage material is always multi-layered, the book clarifies that
the layers may be conceptualised simultaneously as types of
heritage authenticity and as types of in-game immersion. It is also
made clear that RH, TRPG and LARP share commonalities with a
multitude of other media, including video games, historical fiction
and film. Existing within, and contributing to, the fiction and
non-fiction mediasphere, these role-enactments are shaped by the
same large-scale narratives and discourses that persons, families,
communities, and nations use to build memory and identity.
Role-play as a Heritage Practice will be of great interest to
academics and students engaged in the study of heritage, memory,
nostalgia, role-playing, historical games, performance, fans and
transmedia narratology.
Role-play as a Heritage Practice is the first book to examine
physically performed role-enactments, such as live-action role-play
(LARP), tabletop role-playing games (TRPG), and hobbyist historical
reenactment (RH), from a combined game studies and heritage studies
perspective. Demonstrating that non-digital role-plays, such as
TRPG and LARP, share many features with RH, the book contends that
all three may be considered as heritage practices. Studying these
role-plays as three distinct genres of playful, participatory and
performative forms of engagement with cultural heritage, Mochocki
demonstrates how an exploration of the affordances of each genre
can be valuable. Showing that a player's engagement with history or
heritage material is always multi-layered, the book clarifies that
the layers may be conceptualised simultaneously as types of
heritage authenticity and as types of in-game immersion. It is also
made clear that RH, TRPG and LARP share commonalities with a
multitude of other media, including video games, historical fiction
and film. Existing within, and contributing to, the fiction and
non-fiction mediasphere, these role-enactments are shaped by the
same large-scale narratives and discourses that persons, families,
communities, and nations use to build memory and identity.
Role-play as a Heritage Practice will be of great interest to
academics and students engaged in the study of heritage, memory,
nostalgia, role-playing, historical games, performance, fans and
transmedia narratology.
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