Literature Review

                There is little to no literature from academic sources that discuss role-playing gamers or gaming directly.  What little literature there is tends to focus in on the specific game, Dungeons and Dragons.  Being the single largest game in the role-playing genre, Dungeons and Dragons, and any studies about it, can be seen as fairly representative of role-playing games in general. 

When role-playing games were just becoming a huge phenomenon and it was apparent that it was not just a simple leisure industry fad, Gary Alan Fine approached the role-playing gamer community, became a part of it (claiming to have played in over 300 hours of role playing during) and studied it from the inside for three years.  The end result was his book Shared Fantasy (1983).  Fine’s book is a look at the role-playing game as a social phenomenon and he explores the hows and what’s of the role-playing game and it’s attendant subculture.  Through the course of the book Fine does two truly wonderful things; first he breaks the game and gamers down into frames and second he looks at the way the members of the subculture interact amongst themselves and how they recruit and exclude others.

Fine claims that there are three different frames that the members of the subculture work within.  The first is based on the everyday perceptions of the world around them, a sort of common sense frame.  The second is in terms of the game itself; they are aware of the game’s guidelines and must use these to separate themselves from the common sense frame while playing the game.  The last frame is situated about the characters themselves.  Unlike most games where the pieces of the game are thoughtless, inanimate markers, the character in a role-playing game is the representation of a living, breathing, creature that has some sense of will and acts according to its surroundings.  The character is aware of knowledge that the player may not have and so this must be kept in mind as the player delves further into the third frame in order to play the character appropriately (Fine 1983 p. 186).  What makes this so important is that it lays the groundwork for understanding the various levels at which the members of the subculture interact.

            Fine spends a great deal of time looking at how the members of the subculture interact and how they increase their numbers while limiting who is allowed in.  His exploration of interaction is largely based on his multiple frame structure of the role-playing game.  He notes that the common sense frame, which also encapsulate their everyday lives outside of the game, is largely ignored by the subculture except where it impacts the game itself (i.e. the real world keeps the individual away from the game for a time).  This is true to the point that the gamers within a group may know very little about the life of any other player outside of the game itself (Fine 1983 p. 55).  The social interaction of the group mostly takes place within the last two frames through discussion of the game or the interaction of characters.

            Recruitment, according to Fine, comes from three different source; “change in culture” – wargamers slowly converted to role-playing as the hobby developed; “common interest” – role-playing gamers often share interests with other subcultures such as sci-fi / fantasy literature, military history and the Society for Creative Anachronism; “Interaction Opportunities” – someone they knew introduced them or they saw it in a store (Fine 1983 p. 47-50).  Any one or more of these conditions could lead to a person trying out role-playing games and becoming a member of the sub-culture.  Interestingly, Dancey claims from survey data that it appears that a person is most likely to stay a part of the culture if they play for at least a year while those who do not rarely even try to return (Dancey 2000).   This suggests that Fine’s suggestion falls short in that there also seems to be a duration constraint for inclusion into the sub-culture.

            When it comes to exclusion from the subculture, Fine focuses primarily on the absence of women in the role-playing gamer culture.  He believes that women tend to be excluded for the most part because of the violent and often sexist behavior of the characters within the game.  He points to instances of slaughter and rape as prime examples.  He goes on to suggest that women gamers make the male majority uncomfortable, forcing them to reign in their regular character activity and making them dislike female participants (Fine 1983 p. 65-71).  Fine notes that the majority of women gamers are either the spouse or girlfriend of a male participant.

            Although his book is nearly twenty years old and role-playing games and role-playing gamers have changed since he performed his study, Fine’s Shared Fantasy remains a benchmark in academic work on the subject and is considered a baseline upon which most later studies of the subject were built upon.

            Daniel Dayan’s review of Shared Fantasy, titled “Copyrighted Subcultures (1986),” focuses in on the questions that Fine’s work suggests.  What Dayan sees as horribly lacking in the book is any developed discussion of the psychological aspects of the sub-culture, noting that the closest Fine gets is his introspective look at his reaction to certain events that he witnessed in the course of playing the game.  He references multiple areas that could be better understood through the use of some psychological profiling (such as the discomfort felt by male gamers when women are playing).

            The other area that Dayan feels Fine did not pay enough attention to is cultural interpretation. He believes that the book would have been more complete if Fine had attempted to develop an explanation for its place in society and how it interacts with other cultural phenomenon.  Dayan does not leave this bit unanswered and gives examples of how the settings presented in most fantasy settings are medieval in nature and represent a social climate where, ruthless and violent behavior is not only allowed but encouraged.  In his example he implies that the popularity of such an environment in the subculture suggests that there is a desire for such conditions in the real world.  When looking at the changes in some popular culture Dayan suggests that role-playing games have had a tremendous impact on modern culture or they are a “very sensitive index of the transformation undergone by [modern] culture (Dayan 1227).

Another approach to the role-playing game has been to look at it as an art form.  In an article by David Novitz titled “Disputes About Art (1996),” it is suggested that the role-playing game is a new, if unaccepted art form.  He suggests that the reason it has not gotten acceptance is really two-fold, first it is a game and therefore considered not capable of being art and second that most adults do not have the emotional, chronological or mental capital available for role-playing games and as a result it tends to be dominated by adolescent boys and young men.  He believes that the interaction and imagination involved in the process classifies it as art as much the same way that poetry, music and a theatrical performance would be considered art.

Daniel Mackay expands on Novitz’s idea in his book The Fantasy Role Playing Game: A New Performing Art (2001).  Mackay’s intent for the book is to show how role-playing games should be seen as an art form and he does so by attempting to create a basis for further discussion on the topic of role-playing games and their attendant culture through the understanding of four different areas; the cultural, formal, social and aesthetic structures.

In discussing the cultural structure he looks at the history of the role-playing game, its development and its interaction with other forms of popular culture which he says a number of forms, including role-playing games, have become part of an “Imaginary Entertainment Environment” (Mackay 29).  By placing role-playing games as a part of this environment alongside other art forms such as movies, literature and comic books he has leant it a sense of credibility that place it in the auspices of art.

It is the rules and playing of the game that Mackay looks at for his section on the formal structure.  He argues that when broken down the role-playing game is like a play that is being written as it is performed.  The rules set certain boundaries, although they are mutable, but the character interaction reads like a script and it is the performance of the players in the part of these characters that bring it to life and make it art.

When Mackay discusses the social structure he takes the three-framed view of Fine and expands upon it.  He adds a fourth frame (for narration), but insists that frames are too rigid a concept.  He notes that through the course of performing a role-playing game the people playing interact in all of the frames at once, flowing in and out of frames at will with seemingly little distinction being made or needed by the other players.  He goes on to discuss the enjoyment received from the game and the positive social interaction that takes places during a game, further qualifying it as art.

            The final section on the book, which discusses the aesthetics structure ties the other sections together and binds them with an argument about the qualities of the narrative as a performing.  In time I believe that this book will gain the appreciation as a new benchmark for the study of role-playing games, as it discusses how the role-playing gamer sub-culture interacts with other cultures and opens the door for further consideration.

            A considerable amount of work written about role-playing games and the people who play it has to do with the negative representation of the topic.  Many approaches are psychoanalytical in nature such as Armando Simón’s report “Emotional Stability Pertaining to the Game Vampire: The Masquerade (1998),” Douse and McManus’s “The Personality of Fantasy Game Players (1993)” and Carter and Lester’s study “Personalities of Players of Dungeons and Dragons (1992).”  Through the course of these studies it was found that those who play role-playing games do not suffer from higher levels of depression, suicidal tendencies or psychoticism than the average person.  However, it was found that they tended to be more introvertive and had lower sense empathic concern for others.  Certainly these studies tend to point away from some of the negative stigma that has been attached to role-playing games and those who play them.

For a sociological approach to the negative view of the sub-culture I turned to Kurt Lancaster’s article “Do Role-Playing Games Promote Crime, Satanism and Suicide Among Players as Critic Claim (1994)?”  In the article Lancaster explores the question posed in his title by looking at some examples of discrimination against gamers based on suppositions of wrong doing or potential wrong doing, as well as the arguments for and against such games.  Having looked into the arguments posed by different religious and personally afflicted groups he directs his attention towards the various studies conducted to determine whether or not these claims were true.  In all cases the results showed that there was no evidence of role-playing games, no matter how often played, would lead to behavior that would induce a player to commit a crime join a cult or kill themselves.

            Not all research has been into the negative effects of role playing. Separate reports by John Hughes (1988) and Wayne D. Blackmon (1994) suggest that role-playing games can be used for positive therapeutic treatment.  In both studies role-playing games were used to deal with debilitating depression and obsession and ultimately created breakthroughs in the treatment of the mental health issues of the individuals studied.  The requirement of role-playing games of visualization and character development seemed to be of the greatest assistance in their treatment.

 

 

 

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