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Homo Ludens
|
2009
|
issue 1
137-153
EN
Narrative role-playing games (RPGs for short) are a relatively new cultural phenomenon, dating back only to the 1970s. They constitute an important part of contemporary Western popular culture. As in its other fields, crucial to RPGs are story schemata. However, no systematic analysis of these, regarding a selected set of texts, has been published so far. A promising analogy to film or literature research is encouraging enough to make an attempt to fill this gap. Although it is very difficult to study the schemata in real game sessions, scenarios may be analysed instead. Firstly, the stories they tell are an approximate equivalent of what happens during the game itself. Secondly, such research may yield verifiable results. And thirdly, the scenarios have numerous literary qualities, which allows the use of well-proven methods of literary studies. Especially useful in preliminary research are the methods of classical narratology, which has turned out to be a useful tool in analysing the phenomena of popular culture. With such instruments, twenty texts set in two game worlds (Neuroshima and Call of Cthulhu) have been researched. The analysis has led to distinguishing two story schemata, one for each universe. They exhibit both peculiarities and similarities. The article also suggests further possibilities for the academic exploration of RPG scenarios. Such research may increase our knowledge of role-playing games, and less directly - of the people who play and of the culture of the West, in which various kinds of games are gaining a more and more significant position.
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Narracyjne gry fabularne jako droga do nieświadomości

75%
EN
The purpose of the article is to present the effect of narrative RPGs on the subconscious part of the psyche and on its relationship with consciousness. In accordance with Carl Gustav Jung's theory these two aspects are pivotal elements governing the development of a person's psyche, which in analytical psychology is called the individuation process. In order to demonstrate the potential influence of narrative RPGs on this matter we will first describe Sigmund Freud's and Carl Gustav Jung's theories of the subconscious, then we will describe the progress of the individuation process and then we will finally discuss the way RPGs can - in an advantageous or destructive way - influence that process through activating elements of the subconscious.
EN
The article is directed at the Polish researchers of narrative role-playing games; its aim is to encourage them to apply in their work certain theoretical concepts which seem to have been largely neglected in our academic discourse concerning RPGs. The most important categories suggested are: culture, popular culture, fans and fan communities. The paper also includes arguments in support of the claim that maintaining contacts with the fandom is a very valuable competence of a role-playing games researcher.
EN
The article presents methodological ideas for the use of theatrical and narrative role-playing games in teaching the humanities - especially selected syllabus contents of Polish literature in secondary school. The illustrated contents are references to LARP entitled 'The Ball at Senator Vasylev's' referring to selected scenes from the 3rd part of 'Dziady' by Adam Mickiewicz.
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