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dc.date.accessioned2022-03-14T07:04:28Z-
dc.date.available2022-03-14T07:04:28Z-
dc.date.issued2021-
dc.identifier.citationSpiteri, M. (2021). The impact of real-life on world-building in Dungeons and Dragons (Master’s dissertation).en_GB
dc.identifier.urihttps://www.um.edu.mt/library/oar/handle/123456789/91222-
dc.descriptionM.A.(Melit.)en_GB
dc.description.abstractThe 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.en_GB
dc.language.isoenen_GB
dc.rightsinfo:eu-repo/semantics/restrictedAccessen_GB
dc.subjectDungeons and Dragons (Game)en_GB
dc.subjectDungeons and Dragons (Game) -- Psychological aspects.en_GB
dc.subjectFear -- Maltaen_GB
dc.subjectRealityen_GB
dc.subjectFantasy games -- Maltaen_GB
dc.titleThe impact of real-life on world-building in Dungeons and Dragonsen_GB
dc.typemasterThesisen_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
dc.publisher.institutionUniversity of Maltaen_GB
dc.publisher.departmentFaculty of Arts. Department of Sociologyen_GB
dc.description.reviewedN/Aen_GB
dc.contributor.creatorSpiteri, Maximilian (2021)-
Appears in Collections:Dissertations - FacArt - 2021
Dissertations - FacArtSoc - 2021

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