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This collection of all-new essays approaches the topic of immersion
as a product of social and media relations in the 21st century.
Examining the premises and aesthetics of live-action and tabletop
role-playing games, reality television, social media apps and
first-person shooters, the essays take both game rules and the
media discourse that games produce as serious objects of study.
Scholars of social psychology, sociology, role-playing theory, game
studies, and television studies all examine games and game-like
environments like reality shows as interdependent sites of social
friction and power negotiation. The ten essays articulate the
importance of game rules in our analyses of contemporary media
products, and demonstrate methods that allow us to see those game
rules in action during the contested process of play.
This book provides an introduction to the Forge, an online
discussion site for tabletop role-playing game (TRPG) design, play,
and publication that was active during the first years of the
twenty-first century and which served as an important locus for
experimentation in game design and production during that time.
Aimed at game studies scholars, for whom the ideas formulated at or
popularized by the Forge are of key interest, the book also
attempts to provide an accessible account of the growth and
development of the Forge as a site of participatory culture. It
situates the Forge within the broader context of TRPG discourse,
and connects "Forge theory" to the academic investigation of
role-playing.
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