Javascript must be enabled to continue!
Mediatization of the tabletop role-playing game discourse: the essence and prospects
View through CrossRef
The subject of the research is the mediatization of the tabletop role-playing game (TRPG) discourse and its peculiarities. As a process of media integration into various spheres of public life, mediatization affects many areas, including the entertainment industry. It is interesting to trace the process of the game's release in the media based on the example of the tabletop role-playing game community. The purpose of the study is to examine the process of mediatization of game discourse with the subsequent representation of this type of discourse in the media space. In the course of the research, the boundaries of the terms "mediatization" and "game discourse" are established, the specificity of the latter is determined by classification in the terminology system of V.I. Karasik. Through the use of comparative and descriptive analysis, as well as a number of mathematical methods, the bi-directional mutual influence of media and gaming discourse is noted, and the duality of development trends and individual game forms’ popularization within tabletop role-playing games is highlighted. The novelty of the study is due to the chosen subject: the backstage subculture of role players, the relative closeness and smallness of their community, the claim to belong to underground culture, as well as the tendency to isolation through using gaming slang explain the lack of knowledge of the NRI phenomenon at the present stage. As a result, the scientific value of the phenomenon under study is established and the prospect of further research in the field of media culture and gaming practices is determined. On the one hand, gaming discourse forms the space of modern entertainment media discourse, on the other hand, it goes beyond virtual platforms, and its vocabulary and imagery system become part of the cultural life of young people. An important conclusion is that the mediatization of TRPG demonstrates the ability of any media message to reach a new level, acquiring the status of a figurative media narrative.
Title: Mediatization of the tabletop role-playing game discourse: the essence and prospects
Description:
The subject of the research is the mediatization of the tabletop role-playing game (TRPG) discourse and its peculiarities.
As a process of media integration into various spheres of public life, mediatization affects many areas, including the entertainment industry.
It is interesting to trace the process of the game's release in the media based on the example of the tabletop role-playing game community.
The purpose of the study is to examine the process of mediatization of game discourse with the subsequent representation of this type of discourse in the media space.
In the course of the research, the boundaries of the terms "mediatization" and "game discourse" are established, the specificity of the latter is determined by classification in the terminology system of V.
I.
Karasik.
Through the use of comparative and descriptive analysis, as well as a number of mathematical methods, the bi-directional mutual influence of media and gaming discourse is noted, and the duality of development trends and individual game forms’ popularization within tabletop role-playing games is highlighted.
The novelty of the study is due to the chosen subject: the backstage subculture of role players, the relative closeness and smallness of their community, the claim to belong to underground culture, as well as the tendency to isolation through using gaming slang explain the lack of knowledge of the NRI phenomenon at the present stage.
As a result, the scientific value of the phenomenon under study is established and the prospect of further research in the field of media culture and gaming practices is determined.
On the one hand, gaming discourse forms the space of modern entertainment media discourse, on the other hand, it goes beyond virtual platforms, and its vocabulary and imagery system become part of the cultural life of young people.
An important conclusion is that the mediatization of TRPG demonstrates the ability of any media message to reach a new level, acquiring the status of a figurative media narrative.
Related Results
Schule und Spiel – mehr als reine Wissensvermittlung
Schule und Spiel – mehr als reine Wissensvermittlung
Die öffentliche Schule Quest to learn in New York City ist eine Modell-Schule, die in ihren Lehrmethoden auf spielbasiertes Lernen, Game Design und den Game Design Prozess setzt. I...
IJRP 18 Table of Contents
IJRP 18 Table of Contents
Table of contents:"Editorial: Special Issue on Foundational Approaches and the Role-Play in Games Conference"
Leland Masek, Daniel Fernández Galeote, Antonio Pomposini Tabja, Feli...
British Food Journal Volume 46 Issue 12 1944
British Food Journal Volume 46 Issue 12 1944
1. The Committee have received a request from the Tea and Coffee Division for advice as to appropriate standards for liquid “coffee essences” including coffee and chicory essences,...
Cometary Physics Laboratory: spectrophotometric experiments
Cometary Physics Laboratory: spectrophotometric experiments
<p><strong><span dir="ltr" role="presentation">1. Introduction</span></strong&...
Gamification of Violence in Analog (Tabletop) Thematic Games: Splices, Wrinkles, and Translation Gaps
Gamification of Violence in Analog (Tabletop) Thematic Games: Splices, Wrinkles, and Translation Gaps
Modern tabletop (analog) games are riding a wave of popularity being a part of "resisting the digital” trend. First of all, imaginary worlds of media franchises become represented ...
No Sudden Audio Switch – Preventing discontinuous POI audio playing in LBS
No Sudden Audio Switch – Preventing discontinuous POI audio playing in LBS
Abstract. Many LBS applications provide automatic audio playing functions for introducing POI’s. Appropriate automatic audio playing can improve users’ expressions during traveling...
Analog games on digital tabletops
Analog games on digital tabletops
Digital adaptations of tabletop games, while predating the COVID-19 pandemic, became popular among tabletop gaming hobbyists during pandemic-associated lockdowns. This study analyz...
Perancangan Komik Strip Digital mengenai Game Genre Tabletop Role Play Game (TRPG) untuk Pemula
Perancangan Komik Strip Digital mengenai Game Genre Tabletop Role Play Game (TRPG) untuk Pemula
Permainan anak di Era milenial di Indonesia bahkan dunia dipengaruhi internet teknologi dan digital, hal ini mempengaruhi berbagai aspek kehidupan termasuk cara anak-anak bermain, ...

