Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/91222
Title: The impact of real-life on world-building in Dungeons and Dragons
Authors: Spiteri, Maximilian (2021)
Keywords: Dungeons and Dragons (Game)
Dungeons and Dragons (Game) -- Psychological aspects.
Fear -- Malta
Reality
Fantasy games -- Malta
Issue Date: 2021
Citation: Spiteri, M. (2021). The impact of real-life on world-building in Dungeons and Dragons (Master’s dissertation).
Abstract: The sociological study of the impact of real-life on world-building in Dungeons and Dragons is still within its early stages. It is meant to tackle a global overview of what active members of the D&D community wish to see from their game and how they want it to evolve. One could argue that such a game shouldn’t have that large of an impact on people’s lives, but most people do find it as a form of escape as well as find it as an essential part of their lives. Its use as a form of leisure has been parodied time and time again in shows, movies and even comics. There was even a point where politics had to get involved banning it from certain areas due to religious beliefs and fears. With all of this being said within the year 2021 has not been an easy year for anyone, especially the players of a said hobby. Most players had to use online tools, which removes the sizeable social aspect the game once had. As one could observe when witnessing a game of Dungeons & Dragons, things can occasionally not go as planned prior. On occasion, players can show fear to certain descriptions or models being put on the battle mat resulting in uneasiness as well as fear that they are unable to distinguish from the imaginary and the real plane. The means of this study is to try and highlight a semi-global view on the idea of fear and if specific warnings and or red flags should be placed on premade Stories and the random creations that a Dungeon Master can come up with. With my study, I'd like to look at the players' desires and needs and see if they're willing to share them with their Dungeon Master. Within my research, I will be attempting to find the answer to the question, if a player can completely separate themselves from the game they're playing. Recognize that any anxiety they might be experiencing is merely a metaphor.
Description: M.A.(Melit.)
URI: https://www.um.edu.mt/library/oar/handle/123456789/91222
Appears in Collections:Dissertations - FacArt - 2021
Dissertations - FacArtSoc - 2021

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