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 '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.
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 '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.
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