Javascript must be enabled to continue!
From “Playing a Role” to “Role-Playing Games”: The Genealogy and History of the Term “Role-Playing”
View through CrossRef
This article presents a comprehensive semantic genealogy of the term “role-playing,” tracing its multifaceted evolution from theatrical origins to its current association with leisure activities, especially role-playing games (RPGs). Rather than offering yet another contested definition, it maps the shifting meanings of “role-playing” across nine historical and disciplinary contexts from dissimulation and child development theories to psychodramatic therapy, educational simulations, and eventually hobby RPGs. By examining textual sources from 18th-century German literature to 20th-century social science and gaming culture, the study demonstrates how “role-playing” has variously denoted acting, influencing, social conformity, improvisational learning, and structured gameplay.
Of particular relevance to role-playing game studies is the article’s nuanced account of how “role-playing game” as a term emerged not in hobbyist circles, but in developmental psychology and Cold War simulations, long before the advent of Dungeons & Dragons (1974). It highlights how character-focused gameplay practices evolved from psychological theory and strategic war games, eventually culminating in the narrative and performative forms that define RPGs today. The study further emphasizes the hybrid nature of RPGs, where character embodiment, improvisation, and rule-based structure coexist in a uniquely ludic space.This genealogical approach offers a critical contribution to RPG studies by decentering the D&D-centric narrative and showing that the term “role-playing” has never been monolithic. Instead, it is a layered, historically contingent construct that continues to evolve. The article’s interdisciplinary breadth makes it valuable for scholars of game studies, theater, psychology, education, and cultural history alike.
Title: From “Playing a Role” to “Role-Playing Games”: The Genealogy and History of the Term “Role-Playing”
Description:
This article presents a comprehensive semantic genealogy of the term “role-playing,” tracing its multifaceted evolution from theatrical origins to its current association with leisure activities, especially role-playing games (RPGs).
Rather than offering yet another contested definition, it maps the shifting meanings of “role-playing” across nine historical and disciplinary contexts from dissimulation and child development theories to psychodramatic therapy, educational simulations, and eventually hobby RPGs.
By examining textual sources from 18th-century German literature to 20th-century social science and gaming culture, the study demonstrates how “role-playing” has variously denoted acting, influencing, social conformity, improvisational learning, and structured gameplay.
Of particular relevance to role-playing game studies is the article’s nuanced account of how “role-playing game” as a term emerged not in hobbyist circles, but in developmental psychology and Cold War simulations, long before the advent of Dungeons & Dragons (1974).
It highlights how character-focused gameplay practices evolved from psychological theory and strategic war games, eventually culminating in the narrative and performative forms that define RPGs today.
The study further emphasizes the hybrid nature of RPGs, where character embodiment, improvisation, and rule-based structure coexist in a uniquely ludic space.
This genealogical approach offers a critical contribution to RPG studies by decentering the D&D-centric narrative and showing that the term “role-playing” has never been monolithic.
Instead, it is a layered, historically contingent construct that continues to evolve.
The article’s interdisciplinary breadth makes it valuable for scholars of game studies, theater, psychology, education, and cultural history alike.
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...
Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps
Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps
IntroductionLike other forms of embodiment, pregnancy has increasingly become subject to representation and interpretation via digital technologies. Pregnancy and the unborn entity...
History, Kinship, Identity, and Technology: Toward Answering the Question “What Is (Family) Genealogy?”
History, Kinship, Identity, and Technology: Toward Answering the Question “What Is (Family) Genealogy?”
The article attempts to move beyond cursory definitions to explore the fundamental core and practice of genealogy. Some genealogical writers think that it is history or a subset of...
Serious games for environmental education
Serious games for environmental education
AbstractSerious games are increasingly popular in multiple fields, including education and environmental engagement. We conducted a systematic review to examine the reasons for thi...
Ethnography in Play: Didactic Games of Russian Germans
Ethnography in Play: Didactic Games of Russian Germans
This article presents the case of creating educational games with linguistic, ethnic and cultural components. Games are viewed as a means of conveying important cultural informatio...
Cultural Code
Cultural Code
How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games.
Video ...
Names for Games: Locating 2 × 2 Games
Names for Games: Locating 2 × 2 Games
Prisoner’s Dilemma, Chicken, Stag Hunts, and other two-person two-move (2 × 2) models of strategic situations have played a central role in the development of game theory. The Rob...
The rise of social casino games: Changes in the size and composition of the Android social casino market from 2012-2020, availability to children, and predictions for future growth
The rise of social casino games: Changes in the size and composition of the Android social casino market from 2012-2020, availability to children, and predictions for future growth
Social casino games are video games that consist of simulations of gambling products and activities. Players of social casino games may pay money to gamble. However, they are unabl...

