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Enlarge cover image for The elusive shift : how role-playing games forged their identity / Jon Peterson. Book

The elusive shift : how role-playing games forged their identity / Jon Peterson.

Peterson, Jon, (author.).

Summary:

"Peterson animates the history of role-playing games found in zines, from the collision of the niche audiences of war gaming and fantasy in the 60s to the extreme commercial growth of D&D in the 80s"-- Provided by publisher.

Record details

  • ISBN: 9780262044646
  • ISBN: 9780262544900
  • Physical Description: xix, 310 pages : illustrations ; 24 cm.
  • Publisher: Cambridge, Massachusetts : The MIT Press, [2020]

Content descriptions

Bibliography, etc. Note:
Includes bibliographical references and index.
Subject:
Fantasy games > History.
Dungeons and Dragons (Game) > History.

Available copies

  • 1 of 1 copy available at Emily Carr University of Art + Design.

Holds

  • 0 current holds with 1 total copy.
Show Only Available Copies
Location Call Number / Copy Notes Barcode Shelving Location Circulation Modifier Holdable? Status Due Date Courses
Emily Carr University of Art + Design GV1469.6 .P48 2020 (Text) 30245128 Book Volume hold Available -

  • Baker & Taylor
    "Peterson animates the history of role-playing games found in zines, from the collision of the niche audiences of war gaming and fantasy in the 60s to the extreme commercial growth of D&D in the 80s"--
  • Random House, Inc.
    How the early Dungeons & Dragons community grappled with the nature of role-playing games, theorizing a new game genre.

    When Dungeons & Dragons made its debut in the mid-1970s, followed shortly thereafter by other, similar tabletop games, it sparked a renaissance in game design and critical thinking about games. D&D is now popularly considered to be the first role-playing game. But in the original rules, the term “role-playing” is nowhere to be found; D&D was marketed as a wargame. In The Elusive Shift, Jon Peterson describes how players and scholars in the D&D community began to apply the term to D&D and similar games—and by doing so, established a new genre of games.

    Peterson examines key essays by D&D early adopters, rescuing from obscurity many first published in now-defunct fanzines. He traces the evolution of D&D theorizing, as writers attempted to frame problems, define terms, and engage with prior literature. He describes the two cultures of wargames and science fiction fandom that provided D&D's first players; examines the dialogue at the core of the game; explains how game design began to accommodate role-playing; and considers the purpose of the referee or gamesmaster. By 1977, game scholars and critics began to theorize more systematically, and Peterson explores their discussions of the transformative nature of role-playing games, their responsibility to a mass audience, and other topics. Peterson finds that the foundational concepts defined in the 1970s helped theorize role-playing, laying the foundation for the genre's shift into maturity in the 1980s.