Category: Book
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Buy it| Publisher | University Of Chicago Press |
| ISBN | 0226249441 |
| Format | Paperback |
| Author | Gary Alan Fine |
| EAN | 9780226249445 |
| Label | University Of Chicago Press |
| Dewey Decimal Number | 301 |
| Studio | University Of Chicago Press |
| Number Of Pages | 298 |
| Title | Shared Fantasy: Role Playing Games as Social Worlds |
| Publication Date | 2002-08-14 |
| Manufacturer | University Of Chicago Press |
Review by Michael J. Tresca, 2009-08-04
Gary Alan Fine's book, Shared Fantasy: Role-Playing Games as Social Worlds, provides an enlightening overview of the state of gaming in the early eighties. Fine, a sociologist, inhabits the gaming cultures he reviews, reporting on Dungeons & Dragons, Chivalry & Sorcery, and Empire of the Petal Throne as a player and game master. He also interviews many of the leading lights of the industry at the time, including M.A.R. Barker, Dave Arneson and Gary Gygax.
What's revealed by Fine's studies is that issues many gamers face today have remained largely unchanged over the course of thirty years. "Roll-" vs. "role-" playing figures prominently. Game masters who are unprepared or capricious, players who are petty and competitive, groups that exclude other groups...they're all here in vivid detail. What sets Fine's work apart is that he provides sociological constructs to discuss the gaming hobby, a hobby he treats with respect.
On the other hand, there are several issues that are clearly tied to the nascent gaming culture. Rampant sexism and violence towards women disturbs Fine; things have definitely changed for the better. The other major concern of most of Fine's subjects is the invasion of youngsters to the hobby who are too immature to fully grasp its rules. Nowadays we have the opposite problem - there aren't enough young players attracted to the game.
Throughout, Fine interviews his subjects and quotes their experiences as well as his own. These quotes are illustrative of the little challenges gaming groups regularly encounter, from intergroup rivalry to players having their characters to commit mass suicide as a form of protest against a particularly unfair game master. Any gamer will recognize himself and his players in Fine's work.
Chivalry & Sorcery and Empire of the Petal Throne (Tekumel) are not as well known today, but at the time they were a game designer's response to the flaws in Dungeons & Dragons. In the case of Chivalry & Sorcery, it was a more feudal feel to fantasy. In the case of Tekumel, it was the distinct European emphasis that colored all of Dungeons & Dragons. Barker's direct involvement in the Tekumel game universe as a game master provides an immersive contrast to the typical hack-and-slash dungeon games that were popular at the time.
Fine's work isn't flashy, but it's a critical piece of gaming history and a must-read for gaming scholars everywhere.
Review by Christie Hanrahan, 2009-05-10
Came in a timely manner. There was a problem with the condition of the book...like it got stuck in a conveyor belt and was partially sanded down. I am pretty sure, however that this happened at the post office, no the company. But excellent seller.
Review by BJ Lawrence, 2003-05-31
One of the most comprehensive books on the phenomenon of role playing games as they emerged in the 80's, it explores the social psychological implications of playing these games, the personalities attracted to the games and the structure of the games themselves. I used it as a primary reference for my thesis 11 years ago and I believe it is still relevant now, even with the preponderance of computer role playing games. Although, the interactive, cooperative element of sharing fantasy around a tabletop may have faded...the same sharing takes place across continents through cyberspace.
Review by BJ Lawrence, 2003-05-31
One of the most comprehensive books on the phenomenon of role playing games as they emerged in the 80's, it explores the social psychological implications of playing these games, the personalities attracted to the games and the structure of the games themselves. I used it as a primary reference for my thesis 11 years ago and I believe it is still relevant now, even with the preponderance of computer role playing games. Although, the interactive, cooperative element of sharing fantasy around a tabletop may have faded...the same sharing takes place across continents through cyberspace.
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