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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 &apos;actual play&apos; 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&apos;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&apos; preference of such accessories (except for the digital toolset D&amp;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

  • Czech description

Classification

  • Type

    J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database

  • CEP classification

  • OECD FORD branch

    50802 - Media and socio-cultural communication

Result continuities

  • Project

  • 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