000 03947cam a2200529 i 4500
001 9781003130956
003 FlBoTFG
005 20240213122835.0
006 m d u
007 cr |||||||||||
008 201025t20212021enk ob 001 0 eng
040 _aOCoLC-P
_beng
_erda
_cOCoLC-P
020 _a9781003130956
_qelectronic book
020 _a100313095X
_qelectronic book
020 _a9781000367645
_qelectronic book
020 _a1000367649
_qelectronic book
020 _a1000367657
_q(electronic bk.)
020 _a9781000367652
_q(electronic bk.)
020 _z9780367673062
_qhardcover
035 _a(OCoLC)1221015085
035 _a(OCoLC-P)1221015085
050 0 4 _aD16.255.S5
_bM63 2021
072 7 _aART
_x059000
_2bisacsh
072 7 _aHIS
_x000000
_2bisacsh
072 7 _aGAM
_x010000
_2bisacsh
072 7 _aJFC
_2bicssc
082 0 0 _a907.1
_223
100 1 _aMochocki, Michal,
_eauthor.
245 1 0 _aRole-play as a heritage practice :
_bhistorical LARP, tabletop RPG and reenactment /
_cMichał Mochocki.
264 1 _aAbingdon, Oxon ;
_aNew York, NY :
_bRoutledge,
_c2021.
264 4 _c©2021
300 _a1 online resource (ix, 291 pages)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bn
_2rdamedia
338 _aonline resource
_bnc
_2rdacarrier
505 0 _aHeritage authenticity meets game immersion -- Immersion, authenticity, and implicit fandoms in site/event visitation -- RH+TRPG+LARP : prototypical models and first-person audience -- RH+TRPG+LARP as narrative media -- Performative representation of heritage -- Processual enactment of RH+TRPG+LARP storyworlds -- Immersion/involvement in activity and environment -- Immersion/involvement in character and game -- Narrative immersion/involvement and authorised heritage discourse -- Community immersion/involvement and dissonant heritages.
520 _a"Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player's engagement with history or heritage material is always multi-layered, the book clarifies that the layers may be conceptualised simultaneously as types of heritage authenticity and as types of in-game immersion. It is also made clear that RH, TRPG and LARP share commonalities with a multitude of other media, including video games, historical fiction and film. Existing within, and contributing to, the fiction and non-fiction mediasphere, these role-enactments are shaped by the same large-scale narratives and discourses that persons, families, communities, and nations use to build memory and identity. Role-play as a Heritage Practice will be of great interest to academics and students engaged in the study of heritage, memory, nostalgia, role-playing, historical games, performance, fans and transmedia narratology"--
_cProvided by publisher.
588 _aOCLC-licensed vendor bibliographic record.
650 0 _aHistory
_xStudy and teaching
_xSimulation methods.
650 0 _aHistorical reenactments.
650 0 _aEducational games.
650 0 _aFantasy games.
650 7 _aHISTORY / General
_2bisacsh
650 7 _aGAMES / Role Playing & Fantasy
_2bisacsh
856 4 0 _3Taylor & Francis
_uhttps://www.taylorfrancis.com/books/9781003130956
856 4 2 _3OCLC metadata license agreement
_uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf
999 _c6411
_d6411