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Editing from the dungeons of the pandemic; an editor's agonisingly painful battle with COVID-19
Published 2020-01-01Get full text
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Viewing modes as a basis for constructing socio-cultural practices within the fandom of the game “Dungeons and Dragons” before and during the Covid‑19 pandemic
Published 2022-09-01“…The article analyzes the formation of socio-cultural practices within the Dungeons and Dragons fandom, since this game is the basis for the majority of narrative board games. …”
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Becoming Halfling
Published 2023-03-01“… Livestreamed play of tabletop games affords a new medium for analysis of racialization for game studies. For Dungeons & Dragons 5th edition (Multiple authors, 2014) actual plays, audiences can engage with racialized narratives in underappreciated ways. …”
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Specific Features of Fandom Practices. The Case of the Video Channels of the Critical Role Fandom
Published 2022-03-01“…The topic has potential to be explored from a cultural point of view, as this optics can show how the community is changing and how it constructs practices that subsequently spread beyond the Dungeons and Dragons (5th edition) system, further giving the key to understanding the images and practices that function in popular culture.…”
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History of a Journal: the Case of Dragon Magazine (U.S. Edition)
Published 2012-06-01Get full text
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Organiser les mondes de loisir : la mobilisation des ressources
Published 2015-05-01Get full text
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