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Since its debut in 1993, Magic the Gathering has grown to be an
influential collectible card game, allowing its community of loyal
fans to duel each other with mana cards and spells while enjoying
its lore and compelling narratives. This collection of essays
focuses on Magic from a variety of disciplinary approaches. Authors
explore the innovative game design of Magic, the ludic differences
between analog and digital play, how players interact with the MTG
market and one another, professional play versus casual play and
the many ways Magic has impacted gaming.
Actual play is a movement within role-playing gaming in which
players livestream their gameplay for others to watch and enjoy.
This new medium has allowed the playing of games to become a
digestible, consumable text for individuals to watch, enjoy, learn
from, and analyze. Bridging the gap between the analog and the
digital, actual play is changing and challenging our expectations
of tabletop role-playing and providing a space for new scholarship.
This edited collection of essays focuses on Dungeons and Dragons
actual play and examines this phenomenon from a variety of
different disciplinary approaches. Authors explore how to define
actual play, how fans interact with and affect the narrative and
gameplay of actual play, the diversity of gamers (or lack thereof)
within actual play media, and how audiences can use actual play
media for more than mere entertainment.
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Flower's Curse
Shelly Jones; Madison Keller
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R387
Discovery Miles 3 870
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Ships in 10 - 15 working days
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