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Defining Fan Subcultures within Dungeons & Dragons

<p> First created in 1974, the largest table-top role-playing game (RPG) <i> Dungeons &amp; Dragons</i> (D&amp;D) started out as a war game where multiple players could join in and fight monsters. Grounded in fantasy conventions and as a way to explore fantasy genres, <i>Dungeons &amp; Dragons</i> popularity continued through new editions and add-ons. In addition, <i> Dungeons &amp; Dragons</i> legacy has lived on in the gaming world as the father of most RPGs and fantasy games with a large fan following across various editions and over multiple decades. The fan following is still evident today due to D&amp;D's foundations in high fantasy. An exploration of the ways in which fantasy narrative plays a role in the fan culture of D&amp;D is necessary to understand how the aspects of fantasy affect gameplay and how players view D&amp;D. By conducting a study of <i>Dungeons &amp; Dragons </i> players which focused on close game play, players' relationships to other fantasy genres, and how players interacted with game conventions, I explored the ways in which <i>Dungeons &amp; Dragons</i> introduced players to fantasy and how they participated in a fandom. This paper will present the findings of the study as well as situate <i>Dungeons &amp; Dragons</i> in relationship to other fantasy and gaming subcultures. </p><p>

Identiferoai:union.ndltd.org:PROQUEST/oai:pqdtoai.proquest.com:10809137
Date30 June 2018
CreatorsStrickland, Klaira
PublisherWestern Illinois University
Source SetsProQuest.com
LanguageEnglish
Detected LanguageEnglish
Typethesis

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