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D&D&U&G: Uses and Gratifications Theory and Dungeons & Dragons

Given the growing popularity of the tabletop role-playing game Dungeons & Dragons, or D&D, this thesis study applied the Uses and Gratifications theory to determine what players of the game get from engagement with this particular, previously overlooked form of entertainment media. Additionally, this research sought to determine whether these discovered gratifications overlapped at all with perceived similar media, specifically massive multiplayer online roleplaying games, MMORPGs, and social media. A series of in-depth, semi-structured interviews designed to elicit relevant responses were conducted with 14 respondents, followed by a thematic analysis to determine gratifications. The qualitative analysis determined a set of 24 gratifications, each categorized under social, immersion, narrative, and achievement labels. Among these included potentially unique gratifications such as story creation, control, creativity, freedom, and identity exploration. Moreover, while many similar gratifications were determined for D&D and MMORPGs, very few overlapping gratifications emerged between D&D and social media, possibly due to the latter's lack of available immersion gratifications. This research provides an insight as to why audience members choose to actively engage with a form of entertainment media previously discounted in scholarly literature, and how these reasons to engage differ from more modern, similar available media types.

Identiferoai:union.ndltd.org:ucf.edu/oai:stars.library.ucf.edu:etd2020-2006
Date01 January 2022
CreatorsFerrante, Ariana
PublisherSTARS
Source SetsUniversity of Central Florida
LanguageEnglish
Detected LanguageEnglish
Typetext
Formatapplication/pdf
SourceElectronic Theses and Dissertations, 2020-

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