« Engagement et résistances [Engagement and reluctances] »
June 16-18, 2017, Université de Paris XIII.
June 16-18, 2017, Université de Paris XIII.
Périer, I. (2017). Le jeu de rôle, une autre forme de narration sérielle ? Itinéraires. Littérature, textes, cultures, (2016–2). https://doi.org/10.4000/itineraires.3453
Dell’Aquila, Elena, davide Marocco, Michela Ponticorvo, Andrea Di Ferdinando, Massimiliano Schembri, and Orazio Miglino. Educational Games for Soft-Skills Training in Digital Environments. Advances in Game-Based Learning. Cham: Springer International Publishing, 2017.This essay analyzes the outcomes of some digital RPG for training soft-skills, mostly based on interactions with PCs and programmed NPCs. Chapter 2 describes very well all the RPG techniques traditionally used in real environment (from Moreno to now). Chapter 3 lists some general guidelines for designing such games. Chapter 4 observed that the digital RPG has the same effectiveness as a face-to-face experience. The participants appreciated the anonymity but they mentioned a lack of emotional involvement.
Daniau, S. (2015). De l’expérience ludique aux compétences humaines : le potentiel formatif des jeux de rôles ludiques. Dans L. Mermet et N. Zaccaï-Reyners (dir.), Au prisme du jeu: concepts, pratiques, perspectives (p. 137‑153). Paris : Hermann.
Shay, H. (2017). Virtual Edgework: Negotiating Risk in Role-Playing Gaming. Journal of Contemporary Ethnography, 46(2), 203-229.Can we consider playing role-playing games like an edgework activitie (ie. a voluntary risk-taking activity that can put yourself in danger like base jumping) ? It seems RPG players are engaged in a safe/virtual edgework where they experience freedom, mastery, control and excitement without danger. Examples: clearly delimitating emotions of game and emotions of real life, pushing the limits of lack of sleep, feeling compression of time in game, pseudo-controling the dice roll results, keeping the experience in the community and not trying to explain to non-gamers.