龙与地下城社区中新手的合法外围参与

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH SIMULATION & GAMING Pub Date : 2022-08-15 DOI:10.1177/10468781221119829
M. Giordano
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引用次数: 2

摘要

《龙与地下城》是一款合作的桌面角色扮演游戏,玩家们聚在一起讲故事。专家玩家拥有丰富的经验和游戏知识,在玩游戏时可以借鉴这些经验和知识。另一方面,新手在最初的几场游戏中几乎没有经验可依赖。目的本调查的主要目的是描述在新的游戏活动开始时,不同的新手如何在这个小社区中融入D&D文化。方法本研究通过实践社区(CoP)的视角,对D&D新手社会化进行横断面的定性参与者观察。对两名专家和五名初出茅庐的第五版D&D玩家的观察和采访揭示了玩家在观察到的游戏范围内与文化和实践知识的传播以及玩家和角色身份的流动性相关的互动和选择。结果研究结果表明,对于一些新手来说,需要明确的游戏内训练来学习他们在餐桌上的角色,但对于那些通过在线论坛或观看流媒体直播的实际游戏来参与更广泛的分布式虚拟社区以获得经验的新手来说,社交化可能会更快。观察到三种互动类型——玩家对玩家、玩家对地牢主人(DM)和角色对角色——用于三个不同的目的——理解游戏机制、描述场景和在叙事中互动。此外,还探讨了角色在性别和游戏中动作方面的选择。结论D&D的合作性质可以为新手提供桌上专家球员的明确训练。然而,正如在游戏中观察到的并在采访中证实的那样,这个D&D游戏社区的社会化也来自于通过在线论坛、实际游戏流和播客以及幻想类型的一般知识参与更广泛的虚拟D&D社区的新手的合法外围参与。
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Legitimate Peripheral Participation by Novices in a Dungeons and Dragons Community
Introduction Dungeons & Dragons (D&D) is a cooperative tabletop roleplaying game in which players gather together to tell stories. Expert players have a wealth of experiences and game knowledge from which to draw upon while playing the game. Novices, on the other hand, have little experience to depend on when navigating the first few gaming sessions. Objectives The primary objective of this investigation was to describe how different novices become socialized to the D&D culture in this small community at the beginning of a new gaming campaign. Methods The present study is a cross-sectional qualitative participant observation of D&D novice socialization through the lens of communities of practice (CoP). Observation and interviews of two experts and five novice fifth edition D&D players revealed interactions and choices made by players related to the dissemination of cultural and practical knowledge and the fluidity of player and character identity within the scope of observed gameplay. Results The results showed that for some novices explicit in-game training was required to learn their role at the table, but socialization could come more quickly for novices who took extra steps to gain experience by engaging in the wider distributed and virtual community through online forums or viewing streamed actual-play D&D games. Three interaction types—player-to-player, player-to-dungeon master (DM), and character-to-character—for three distinct purposes—understanding game mechanics, describing scenes, and interacting in narrative—were observed. Additionally, the character choices regarding gender and in-game actions were explored. Conclusion The cooperative nature of D&D can afford novices explicit training from expert players at the table. However, as was observed during the game and confirmed in the interviews, socialization into this D&D gaming community also came from legitimate peripheral participation of the novices who engaged in the wider, virtual D&D community through online forums, actual-play streams and podcasts, and general knowledge of the fantasy genre.
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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