Mediatization of tabletop role-playing: The intertwined cases of Critical Role and D&D Beyond
The result's identifiers
Result code in IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11230%2F22%3A10453048" target="_blank" >RIV/00216208:11230/22:10453048 - isvavai.cz</a>
Result on the web
<a href="https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=LqnOcLy6Ep" target="_blank" >https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=LqnOcLy6Ep</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1177/13548565221111680" target="_blank" >10.1177/13548565221111680</a>
Alternative languages
Result language
angličtina
Original language name
Mediatization of tabletop role-playing: The intertwined cases of Critical Role and D&D Beyond
Original language description
Tabletop role-playing has grown from a niche of analog gaming into a mainstay of popular culture. The original face-to-face way of playing has been complemented by online play using dedicated digital tools, and play itself has become spectator entertainment. In this article, I explore the process of mediatization of tabletop role-playing on the example of Critical Role - the most successful 'actual play' show, in which performers broadcast tabletop role-playing to audiences. I highlight the importance of commodification as a force in the process of mediatization, involving licensing, merchandising, and advertising. Empirically, the article is grounded in an analysis of Critical Role's sponsorships and embodied player practices, focusing on the political-economic aspects of the show. While Critical Role presents a profoundly mediated form of tabletop role-playing, it promotes a traditional face-to-face way of playing using physical accessories both by cast members' preference of such accessories (except for the digital toolset D&D Beyond) and sponsorships from manufacturers of these products. Mediatization of tabletop role-playing thus happens through an economic-driven process of addition - new mediated options for players with new opportunities for commodification exist alongside analog modes of consumption. As shown on the example of Critical Role, the digital and mediated forms of the analog hobby can be harnessed to promote physical consumerism.
Czech name
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Czech description
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Classification
Type
J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database
CEP classification
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OECD FORD branch
50802 - Media and socio-cultural communication
Result continuities
Project
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Continuities
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Others
Publication year
2022
Confidentiality
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Data specific for result type
Name of the periodical
Convergence-The International Journal of Research into New Media Technologies
ISSN
1354-8565
e-ISSN
1748-7382
Volume of the periodical
28
Issue of the periodical within the volume
6
Country of publishing house
GB - UNITED KINGDOM
Number of pages
17
Pages from-to
1662-1678
UT code for WoS article
000822162200001
EID of the result in the Scopus database
2-s2.0-85133360743