Showing posts with label sociology. Show all posts
Showing posts with label sociology. Show all posts

Friday, March 4, 2022

Tabletop role-playing games as games of expectations

Last year, I concluded a presentation at « Donjons & Labo : les lieux du jeu » with a very sketchy slide saying TTRPG are also games about expectations. After reading the article “Pretensive Shared Reality: From Childhood Pretense to Adult Imaginative Play” (1), I finally have the opportunity to elaborate on this point.

Expectations, a subcategory of role

Any social role can be described with many elements: statuses, functions, … and role expectations:

  • expectations of others on the role holder,
  • or of the role holder on himself,
  • or of the role holder on the others.

When expectations are not explicit and shared people are making assumptions. Social relations are problematic when assumptions about others (knowledge, emotions, motivations) are wrong. The best way to eliminate assumptions is to ask appropriate questions.

In everyday life, everyone takes on a series of roles. These roles may interlock, overlap, conflict, alternate, etc. This multitude of roles comes with a multitude of expectations. In social psychology, role theory specifically studies these phenomena.

It can be difficult for someone to list/explain expectations, to prioritize them, to clarify them, to understand their extent or their limits. Some expectations may be perceived as unchosen and potentially infinite. This confusion can lead to anxiety.

Expectations in a role-playing session

When playing a role-play or pretend game in a pretense shared reality (1), one adopts only two clearly interlocking roles: a player role and a character role. Unlike expectations in real life, expectations in a play situation are delineated within the game (the magic circle concept) and are chosen (voluntary and conscious participation in the game).

Sometimes, when the role of player is predominant, then the expectations are mainly social. The dimension of hospitality can be important (2): some are hosts, others are guests. Some master the rules, some have authority over the narrative, some generate fiction, some react to it, etc.

Sometimes when the role of character is preponderant, then the emphasis is on immersion. In this case, the expectations are primarily narrative and diegetic (i.e., they come from the fiction).

Over the past decade, many games and accessories have pushed to clarify expectations around the table with so-called "emotional safety" tools. These innovations have met with resistance, mainly under the pretext that they were infantilizing methods. According to Ludomancien, clarifying expectations is a proof of maturity. Examples: John Stravopoulos's X Card (2012), Apocalypse World's MC principles, Bankui's Same Page Tool, etc.

Playing a role = decrease in brain activity 

A recent study (3) shows brain activity of actors decreases when they are acting, suggesting a loss of self as one plays a role and improvising answers (Romeo and Juliet).

Hypothesis

  • A role-playing session is satisfying, enjoyable and memorable if the expectations of the player and character roles have been understood, acknowledged, met and fulfilled by everyone.
    • Conversely, a participant who did not understand the expectations of others, did not have their expectations met, etc. would not have a good game experience.
    • A game that knows how to structure the questions asked would mechanically reduce presumptions.
  • To enter a game session is to reduce the mental dimensions to a smaller set of expectations (simpler, easier to make explicit, less engaging,…) than in real life.
    • Tabletop role-playing would be the type of game that would least restrict the dimensions of real life since anything can be attempted, under the validation of one or more other players.
    • When acting and role playing, does a loss of self is linked to a reduction of expectations ?
  • If entering a shared alternate reality means traveling in a sub-universe with reduced dimensions:
    • Is there a specific pleasure in manipulating the meta? A kind of libido contextus? To know that one is able to move from one universe to another and bring things back (experiences, values, ideas, etc.)? To know that one is in the distance, the oversight or the irony?
  • The less expectations there are, the more mental savings we make and the easier it is to play, think, experience emotions, empathize and let oneself go.
    • As a result, are we less anxious or confused? Tabletop roleplayers may have more social anxiety than the average person and this would explain why they engage passionately in this highly relational hobby.
    • To what extent can this apply to simulations in general or to other types of games: “In games like chess, everybody has the same set of choices, so its easier to go into other peoples minds than regular interactions. Easier empathy.” (4)

  1. Pretensive Shared Reality: From Childhood Pretense to Adult Imaginative Play” by Kapitany, Hampejs and Goldstein (2022). Adults playing TTRPG = evolutionary spandrel of child pretend play. Same mechanisms BUT it needs to be socially shared, it uses more complex social contract & more rules, it uses cognitive quarantine to explore safely + Why studying TTRPG is good to understand human mind, play & agency.
  2. See series on Hospitality.
  3. Brown Steven, Cockett Peter and Yuan Ye , 2019, The neuroscience of Romeo and Juliet: an fMRI study of acting. R. Soc. open sci.6181908181908 http://doi.org/10.1098/rsos.181908
  4. Interview with C Thi Nguyen, around 00:12:00.

Tuesday, April 24, 2018

Role-Playing Game Studies: Transmedia Foundations [book release]

https://www.routledge.com/product/isbn/9780815369202?source=igodigitalDeterding, Sebastian, and José Zagal, eds. Role-Playing Game Studies: Transmedia Foundations. London: Routledge, 2018.
A new multidisciplinary academic book on TRPG. The editors gathered most of the renown authors in the field to write chapters on TRPG with different disciplinary angles.
Without conflict of interest, I suggest you ask your college or university librarian to buy it. I did.
Bowman, Sarah Lynne, and Andreas Lieberoth. “Psychology and Role-Playing Games.” In Role-Playing Game Studies: Transmedia Foundations, edited by Sebastian Deterding and José P. Zagal. London: Routledge, 2018.
A very clear, evidence-based and comprehensive chapter about everything you wanted to know about TRPG and psychology. It is partially readable via Google Books.

Thursday, January 11, 2018

De-roling: an inflated concept ? [micro-essay, part 2]

Philosopher mask,
maybe a replica from an Athens Museum*
This second part provides more details about the previous post.

Pseudo-bibliometric analysis with Google tools

  • A basic search in Google Scholar shows that almost all the documents retrieved are from the field of Psychotherapy or Theater.
  • The concept seems to be born around the mid-70s (1973 in GB; 1977 in GS) in the field of psychotherapy. No Google trends or ngrams are available.

Comprehensive bibliography on de-roling

Personal bias and previous knowledge

  • I have a strong bias against psychoanalysis and other kinds of "personal interpretation of case studies". I ask empirical experiments as a minimum scientific requirement for social psychology claims.
  • Based on my knowledge, humans are good at switching roles, assuming different conflicting roles and knowing effortlessly if the roles they are playing or they are watching is fiction or reality. (forthcoming posts on that).
  • I remember reading a genuine personal experience of a Vampire: the Masquerade french player [impossible to find it again online]. He was telling how, to his own amusement, after more than 24 hours of continuous play, being a vampire, he found himself waking up at his home and jumping out of his bed because he saw a strong ray of light on his sheet. (cf. an article about Edgework I reviewed).

Comments on Mazes and Monsters

  • The book and the tv-movie are telling the story of a tabletop role-playing game AND a live action role-playing game. Here, a pretty funny summary of the plot of the tv-movie.
  • Hobgoblin is another book based on obsession with fictional characters was released the same year.

Keywords

  • De-roling (more rare: deroling
  • de-roling is a sub-topic of debriefing

Lost in TV-Tropes

 My hypothesis

  • Even if 
    • de-roling is proven to be a viable concept 
    • and it's describing an existing psychological phenonemom
  • I think, usually, a tabletop role-playing game 
    • is not a place in which we embody, embrace or assume completely a role 
    • but it's a setting where the players are constantly 
      • negociating the relations between their character, them as player and their own person ;
      • and exercising and enjoying their ability to switch layer-of-play.

Engagement and distance at the table

« When their are transcribing sequences of tabletop role playing games, scholars and designers are often cleaning the text to give it some fluency. In these texts, the roleplayers seems completely focus on the game (...) I think we are missing something specific to RPG when we ignore these moments: daily life talks, examples from other fictions or from the news, exchange of cookies, coffee breaks, expressions of exhaustion,...  This switching between engagement and distance can be seen at every tables and it deserves to be studied as "second level of interpretation" [second degré, in french] in the communication of the fiction. » [p.185. My translation from Olivier Caïra. 2007. “Au carrefour des niveaux de communication.” In Jeux de rôle: les forges de la fiction, 189–204. Société. Paris: CNRS.] [Read more on engagement et distance: Norbert Elias, Engagement et distanciation, Paris, Fayard, 1993.]

Reportedly (and not verified by me), a rule of the japanese RPG Ryuutama (2007) punishes the players for being sleepy, leaving the table or making jokes. The game start and the exitgame are ritually codified in the american RPG Polaris (2009). The rules in the first volume of the french RPG game Sens Hexalogie (2010) have an incentive to keep the communications of the players in-game with the design of Negative Immersion Points.

________
* and maybe a inspiration for the infamous «green devil face» of the Tomb of Horrors.

Friday, December 1, 2017

De-roling: an inflated concept ? [micro-essay, part 1]

Background

The popular culture served us the trope of the actor lost in character. It can be a drama immersion techniques, like the actor's methods de Hollywood. For example, Daniel D Lewis is famous for staying in character all time during the shooting of a movie. It can be a choice of the actor as a temporary personal strategy to escape from his social life. For example, Tom Baker is said to have stood in the character of Doctor Who he played a long time on TV. Finally, it can also be a deliberate choice to blur the lines and play with the opposition character-actor. For example, Jim Carrey played Andy Kaufman who played and blurred roles between his different characters.

Delsarte System of Expression,
Genevieve Stebbins, 1885.
On another note, several psychotherapy techniques are using role play to make experiment perspective taking, role taking (status and positions) and emotions. Yet, in the 70s, several psychodrama techniques started to insist on the importance of de-roling (or deroling) at the end of an intervention, before the debriefing. De-roling is supposed to allow the person to re-establish his own identity by putting a distance to the role (status, expectations, responsibilities,...), to get rid of emotions that doesn't belong to the person and thus avoid a mental state of confusion.

About tabletop RPG

One of the key-point of the moral panic of the 80s around tabletop role-playing games was that a player could be lost in the role of his character. The Rona Jaffe's novel Mazes and Monsters followed and popularized by a tv-movie of the same name, tell the meanderings of a mentally disturbed player.

In the practice of live action role play (larp), the institution of a de-roling phase is sometime claimed to help a satisfying and healthy endgame. It could limit the phenomenon of bleed when emotions of the character are transferring to the player.

Some interesting questions 

While studying the topic, I collected and sorted questions in 3 categories.
Psychology: Does a person playing a role need a de-roling phase? If not, what are the consequences? For what kind of persons in particular? On which aspects of a person: emotions, personality, values,...? On the short term or on the long term?

Social : Can we related that topic to the liminal reintegration at the end of a ritual? How to relate the question of the human ability to fluently switch roles and behaviors depending on the context? Can we measure the influence of people expectations on the person playing a role by the person himself?
Learning : Does de-roling give importance to the activity before (ritualization)? What is the impact of de-roling in a debriefing post role-playing-based learning activity? What is the difference of de-roling and debriefing?

Current research on the topic

There is a few academic studies specifically on de-roling. The existing documents are mainly thesis, non-evidence based books, technical manuals or handbooks and short essays.

The only 5 studies published in peer-reviewed journals (ie. the highest level in term of scientific authority) are theoretical studies:
The fact there is only theoretical studies doesn't help validate the legitimacy of this concept. Ideally, experimental studies should be done to compare and to measure the effects of de-roling. To the best of my knowledge and my recent investigations, today there is no experimental study on de-roling.
[note: I didn't search for studies on debriefing]

[next: details and sources of the current post]

Friday, September 23, 2016

Réalités éphémères et jeu de rôles grandeur nature [Peer reviewed article]

Kapp, S. (2016). Réalités éphémères et jeu de rôles grandeur nature. Socio-anthropologie, «Des collectifs éphémères» (33), 1-11. <link>
This article describes live-action roleplaying game experiences: how it works, the « collaborative fictional immersion» attitude of play, the quick socialization of players induced by a short game experience, even if the preparation time is comparatively very long. Interesting talk on immersion, magic circle, game time and experience of play as another temporary layer of reality (p. 4-6).


Other publications of the author:

Caïra, Olivier, Sabine Demersay Chalvon, Réjane Hamus-Vallée, et Sébastien Kapp. « Définir la fiction », 01:45:39. Paris: BPI Centre Pompidou, 2013.

Kapp, Sébastien. « Jeu et nouvelles perspectives de recherche en sciences sociales ». Cahiers de recherche sociologique, no 59‑60 (2015): 211‑28.

———. « Jeux de rôles pour enfants : une nouvelle forme de fiction ludique ». Strenæ. Recherches sur les livres et objets culturels de l’enfance, no 2 (21 juin 2011): 1‑9.

———. « Jouer au fil de l’histoire. L’immersion dans le jeu de rôles grandeur nature ». In Au prisme du jeu. Concepts, pratiques, perspectives, édité par Laurent Mermet et Nathalie Zaccaï-Reyners, 121‑36. Cerisy: Hermann, 2015.

———. « L’immersion fictionnelle collaborative. Une étude de la posture d’engagement dans les jeux de rôles grandeur nature ». PhD Sociologie, EHESS; Université Libre de Bruxelles, 2013.

———. « Quitter le donjon. Quand le jeu de rôles devient « grandeur nature » ». Sciences du jeu, Évolution des jeux : Catalyseurs, mécanismes et agents, 1‑13, no 4 (2015).

———. « Un jeu qui réconcilie les règles et la fiction : le jeu de rôles grandeur nature ». Revue du MAUSS 45, no 1 (1 juin 2015): 91‑103.