From Tabletop to Desktop: How communication affordances in tabletop role-playing games change in the transition from offline to online play
Summary
This paper seeks to analyze the differences in communication affordances between offline and online variants of tabletop, or “pen & paper” role-playing games such as Dungeons & Dragons. The main research we will be answering is how communication affordances in these role-playing games changes in the transition from an offline social setting to an online mediated setting. Theories on layers of communication in role-playing games by Gary Allen Fine will be discussed, as will frame theory by Ervin Goffman. The methodological approach of the paper is to analyze the online role-playing platform Roll20.net and try to identify communicative affordances within the platform that may lead to a change in communication between the participants of a role-playing game. Several communicative and gameplay tools found within the online platform will be analyzed. Several of the findings lead to a possible change in communication between several of the layers the theory of Gary Allen Fine suggests. On one hand, role-playing online may lead to a more fragmented type of communication, as the computer desktop (and therefore mediated communication) acts as a barrier between players. On the other hand, the affordances within Roll20 could also lead players (who understand the inner workings of the platform) to a more streamlined game-experience, absolving the need for unnecessary and/or noisy communication. Lastly, the analysis also leads to unexpected avenues of possible follow up research. The implication on immersion in the online variant of role-playing is still up for debate, as there are both findings that would possibly suggest a more in depth and immersive role-playing experience than the offline variant, but also vice-versa. Cheating is another possibility that raises questions through this research which are still unanswered but interesting enough to follow up.