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Shared Fantasy: Role Playing Games as Social Worlds
 
 
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Shared Fantasy: Role Playing Games as Social Worlds [Paperback]

Gary Alan Fine
5.0 out of 5 stars  See all reviews (1 customer review)
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Customers buy this book with The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity £29.93

Shared Fantasy: Role Playing Games as Social Worlds + The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity
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Product details

  • Paperback: 284 pages
  • Publisher: University of Chicago Press; New edition edition (8 Aug 2003)
  • Language English
  • ISBN-10: 0226249441
  • ISBN-13: 978-0226249445
  • Product Dimensions: 24.3 x 11.3 x 1.7 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 633,989 in Books (See Top 100 in Books)

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Gary Alan Fine
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Review

"Fine's analysis of the intricacies of role-playing in context carries an authority and acuteness denied to mere observers.... His inside knowledge enables him to make fine distinctions in the strategies and functions of these games that are lost to most outside analysts." - Bill Ellis, Journal of American Folklore "As an ethnography of fantasy role-playing games and gamers, Fine's book respects his subjects and honors the complexity of their enterprise. And as an analysis of the overlap between that world and other more familiar worlds, Fine's book both honors and clarifies the still incredible skills we nevertheless take so much for granted." - Prue Rains, Sociology and Social Research

Product Description

This classic study still provides one of the most astute descriptions available of an often misunderstood subculture: that of fantasy role playing games like Dungeons & Dragons. Gary Alan Fine immerses himself in several different gaming systems, offering insightful details on the nature of the games and the patterns of interaction among players - as well as their reasons for playing.

Inside This Book (Learn More)
First Sentence
Tolstoy once wrote: "If we were always to judge from reality, games would be nonsense. Read the first page
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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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Most Helpful Customer Reviews
5 of 6 people found the following review helpful
Format:Paperback
Gary Alan Fine has researched one of the thouroughest studies about gamers of fantasy role-playing games ever! Through participant observation of players of Dungeons & Dragons and other RPG he describes the role of the game master, interactional behavior within the group, and gives lots of statistic data about this leisure activity. Everything you ever wanted to know about role-players, like the natural switching between four role levels in the game (character, player, group member, friend) - nothing schizophrenic about this at all...

I have read only the original version from 1983, but as I understand this is just a reprint without much alteration. Though the book describes gamers "back in the old days" of dungeon bashing adventures, long before the advent of "real" role-playing, still this is the most complete source.

The book is not easy to read, it misses some "flow" and feels like a large collection of notes, in almost every paragraph something new is introduced, but once you've worked through, it's great to dispell myths like "suicidal gamers" or "dependency on game masters"! Hahah!

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Amazon.com:  3 reviews
11 of 12 people found the following review helpful
An excellent treatise on role playing games 31 May 2003
By BJ Lawrence - Published on Amazon.com
Format:Paperback
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.
6 of 6 people found the following review helpful
A critical piece of gaming history 4 Aug 2009
By Michael J. Tresca - Published on Amazon.com
Format:Paperback
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.
0 of 10 people found the following review helpful
An excellent treatise on role playing games 31 May 2003
By BJ Lawrence - Published on Amazon.com
Format:Paperback
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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