Talking out of both sides of your face: Discursive duality in the actual play gaming space
By Steven Dashiell Tabletop role playing games (TRPGs) have been around for over a half century but have experienced something…
By Steven Dashiell Tabletop role playing games (TRPGs) have been around for over a half century but have experienced something…
By Samuel Gerald Collins Patkin, Terri Toles (2021). Who’s in the Game? Identity and Intersectionality in Classic Board Games. Jefferson, North Carolina:…
By Nazli Azergun Two weeks ago, we experienced a flamboyant coda to an extremely eventful month. Between processing the assault…
“They give us virtual-world fixed rules when in our actual-world we know so little. They let us take chances in-world when we can’t adequately asses risk in real life. Games promise free movement when the pandemic has robbed us of so many everyday activities. They offer stimulation, novelty, and opportunities to safely satisfy our primate curiosities. But, most importantly, I think the best games have offered us a place to go either alone or with others. There are comforts in connecting our hands to a keyboard and mouse, suturing our consciousness to the eyes of an avatar, and heading elsewhere.”
By Catherine Hill If you’re a gamer, chances are you’ve played, seen, or at least heard of Heaven’s Vault, the newest…