Benevolent Transgressive Play in Dungeons & Dragons [D&D]

Premeet Sidhu, M. Carter
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Abstract

Research into transgressive play experiences in games has grown in recent years. In this article, we explore the potential for transgressive play to be constructive in multiplayer settings—something we conceptualize as “benevolent transgression.” This article describes the presence and appeal of benevolent transgressive play experiences in the tabletop role-playing game Dungeons & Dragons [D&D]. In 2021, amid the COVID-19 pandemic, we conducted focus group discussions (3 groups, 14 participants, aged 24–55) and an online survey (354 participants, aged 18–63) with current D&D players to better understand what play experiences were meaningful and appealing for them—in consideration of the game’s contemporary resurgence. Our qualitative analysis focuses on participant responses that described the presence and appeal of transgressive play that knowingly challenges player boundaries or game boundaries, what we term benevolent transgression. We propose two key factors that we believe enable it—1) player agency and 2) collaborative negotiation—and briefly discuss benevolent transgression in consideration of game-based learning [GBL].
《龙与地下城》中的善意越界玩法
近年来,关于游戏中的越轨体验的研究有所发展。在这篇文章中,我们将探讨在多人游戏环境中,越界玩法是否具有建设性——我们将其定义为“善意的越界”。本文描述了桌面角色扮演游戏《龙与地下城》中仁慈的越界游戏体验的存在和吸引力。2021年,在COVID-19大流行期间,我们对当前的《龙与地下城》玩家进行了焦点小组讨论(3组,14名参与者,年龄24-55岁)和在线调查(354名参与者,年龄18-63岁),以更好地了解游戏体验对他们有意义和吸引力-考虑到游戏在当代的复兴。我们的定性分析侧重于参与者的反应,这些反应描述了故意挑战玩家边界或游戏边界的越界玩法的存在和吸引力,我们称之为善意的越界。我们提出了我们认为能够实现它的两个关键因素(1)玩家代理和2)协作协商),并简要讨论了基于游戏的学习[GBL]中的善意越界。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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