dc.rights.license | CC-BY-NC-ND | |
dc.contributor.advisor | Van Vught, J.F. | |
dc.contributor.author | Vossen, N.L.C. | |
dc.date.accessioned | 2017-03-02T18:03:54Z | |
dc.date.available | 2017-03-02T18:03:54Z | |
dc.date.issued | 2017 | |
dc.identifier.uri | https://studenttheses.uu.nl/handle/20.500.12932/25534 | |
dc.description.abstract | 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. | |
dc.description.sponsorship | Utrecht University | |
dc.format.extent | 1604744 | |
dc.format.mimetype | application/pdf | |
dc.language.iso | en_US | |
dc.title | From Tabletop to Desktop: How communication affordances in tabletop role-playing games change in the transition from offline to online play | |
dc.type.content | Bachelor Thesis | |
dc.rights.accessrights | Open Access | |
dc.subject.keywords | Analog Game Studies, Tabletop, Game Studies, Computer Mediated Communication, Affordances, Interface Analysis, Role-playing, Platform Analysis | |
dc.subject.courseuu | Media en cultuur | |