Vše

Co hledáte?

Vše
Projekty
Výsledky výzkumu
Subjekty

Rychlé hledání

  • Projekty podpořené TA ČR
  • Významné projekty
  • Projekty s nejvyšší státní podporou
  • Aktuálně běžící projekty

Chytré vyhledávání

  • Takto najdu konkrétní +slovo
  • Takto z výsledků -slovo zcela vynechám
  • “Takto můžu najít celou frázi”

Mediatization of tabletop role-playing: The intertwined cases of Critical Role and D&D Beyond

Identifikátory výsledku

  • Kód výsledku v 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>

  • Výsledek na webu

    <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>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    Mediatization of tabletop role-playing: The intertwined cases of Critical Role and D&D Beyond

  • Popis výsledku v původním jazyce

    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.

  • Název v anglickém jazyce

    Mediatization of tabletop role-playing: The intertwined cases of Critical Role and D&D Beyond

  • Popis výsledku anglicky

    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.

Klasifikace

  • Druh

    J<sub>imp</sub> - Článek v periodiku v databázi Web of Science

  • CEP obor

  • OECD FORD obor

    50802 - Media and socio-cultural communication

Návaznosti výsledku

  • Projekt

  • Návaznosti

    I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Ostatní

  • Rok uplatnění

    2022

  • Kód důvěrnosti údajů

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Údaje specifické pro druh výsledku

  • Název periodika

    Convergence-The International Journal of Research into New Media Technologies

  • ISSN

    1354-8565

  • e-ISSN

    1748-7382

  • Svazek periodika

    28

  • Číslo periodika v rámci svazku

    6

  • Stát vydavatele periodika

    GB - Spojené království Velké Británie a Severního Irska

  • Počet stran výsledku

    17

  • Strana od-do

    1662-1678

  • Kód UT WoS článku

    000822162200001

  • EID výsledku v databázi Scopus

    2-s2.0-85133360743