Research into Dungeons & Dragons within a broad variety of disciplines. This list attempts to provide an introduction into this body of literature, but is likely not complete.
If you have work which you would like included in this list, please email psid2912@uni.sydney.edu.au
- Barton, M., & Stacks, S. (2008). Dungeons and desktops: The history of computer role-playing games. CRC Press.
- Blackmon, W. D. (1994). Dungeons and Dragons: The use of a fantasy game in the psychotherapeutic treatment of a young adult. American Journal of Psychotherapy, 48(4), 624-632. Retrieved from https://doi.org/10.1176/appi.psychotherapy.1994.48.4.624
- Björk, S., & Zagal, J. P. (2018). Game design and role-playing games. In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: Transmedia foundations (pp. 199-212). London: Taylor & Francis. Retrieved from https://doi.org/10.4324/9781315637532
- Borecky, A. (2021). Dungeons, dragons, and music: The immersive qualities of sound in Dungeons & Dragons. Journal of Sound and Music in Games, 2(1), 46-64. Retrieved from https://doi.org/10.1525/jsmg.2021.2.1.46
- Borodina, K., Aslam, H., & Brown, J. A. (2019). You have my sword; and my bow; and my axe: Player perceptions of odd shaped dice for Dungeons & Dragons. In Proceedings of the 14th International Conference on the Foundations of Digital Games (pp. 1-6). Retrieved from https://doi.org/10.1145/3337722.3342236
- Bowman, S. L., & Lieberoth, A. (2018). Psychology and role-playing games. In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: Transmedia foundations (pp. 245-264). London: Taylor & Francis. Retrieved from https://doi.org/10.4324/9781315637532
- Brown, A. M. L., & Stenros, J. (2018). Sexuality and the erotic in role-playing games. In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: Transmedia foundations (pp. 425-439). London: Taylor & Francis. Retrieved from https://doi.org/10.4324/9781315637532
- Carbonell, C. (2016). Tabletop role-playing games, the modern fantastic, and analog ‘realized’ worlds. Analog Game Studies, 2016 Role-playing Game Summit. Retrieved from https://analoggamestudies.org/2016/11/tabletop-role-playing-games-the-modern-fantastic-and-analog-realized-worlds/
- Carter, A. (2011). Using Dungeons and Dragons to integrate curricula in an elementary classroom. In M. Ma, A. Oikonomou, L. Jain (Eds.), Serious games and edutainment applications (pp. 329-346). Springer, London. Retrieved from https://doi.org/10.1007/978-1-4471-2161-9_17
- Carter, R., & Lester, D. (1998). Personalities of players of Dungeons and Dragons. Psychological Reports, 82, 182. Retrieved from https://doi.org/10.2466/pr0.1998.82.1.182
- Caywood, C. (1991). Rescuing the innocent: The lure of Dungeons and Dragons. School Library Journal, 37(3), 138. Retrieved from http://search.proquest.com/docview/1309728022/?pq-origsite=primo
- Chalk, A. (2018). A chronology of Dungeons & Dragons in popular media. Analog Game Studies, 6(1). Retrieved from http://analoggamestudies.org/2018/06/telling-stories-of-dungeons-dragons-a-chronology-of-representations-of-dd-play/
- Clarke, S., Arnab, S., Morini, L., & Heywood, L. (2018). Dungeons and dragons as a tool for developing student self-reflection skills. In International Conference on Games and Learning Alliance (pp. 101-109). Springer, Cham. Retrieved from https://www.springerprofessional.de/en/dungeons-and-dragons-as-a-tool-for-developing-student-self-refle/16431698
- Chen, M., Leary, R., Peterson, J., & Simkins, D. W. (2018). Multi-player online role-playing games. In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: Transmedia foundations (pp. 130-158). London: Taylor & Francis. Retrieved from https://doi.org/10.4324/9781315637532
- Cook, M. P., Gremo, M., & Morgan, R. (2016). We’re just playing: The influence of a modified tabletop role-playing game on ela students’ in-class reading. Simulation & Gaming, 48(2). Retrieved from https://doi.org/10.1177/1046878116684570
- Cote, A. (2020). Gaming sexism: Gender and identity in the era of casual video games. New York University Press.
- Crandall, R., & Taliaferro, C. (2014). To my other self: Reflection and existentialism in Dungeons & Dragons. In C. Robichaud, & W. Irwin (Eds.), Dungeons and Dragons and philosophy: Read and gain advantage on all wisdom checks (pp. 72-81). John Wiley & Sons, Incorporated. Retrieved from https://doi.org/10.1002/9781118921166
- Cross, K. A. (2012). The new laboratory of dreams: Role-playing games as resistance. Women’s Studies Quarterly, 40(3), 72-90. Retrieved from https://doi.org/10.1353/wsq.2013.0026
- Cross, T. L. (2005). Nerds and geeks: Society’s evolving stereotypes of our students with gifts and talents. Gifted Child Today, 28(4), 26-65. Retrieved from https://files.eric.ed.gov/fulltext/EJ720371.pdf
- Dashiell, S. (2017). Rules lawyering as symbolic and linguistic capital. Analog Game Studies, 4(5). Retrieved from https://analoggamestudies.org/2017/11/rules-lawyering-as-symbolic-and-linguistic-capital/
- Dashiell, S. (2018). “Rules as written”: Game algorithms as game capital. Analog Game Studies, 5(3). Retrieved from https://analoggamestudies.org/2018/09/rules-as-written-analyzing-changes-in-reliance-on-game-system-algorithms-as-shifts-in-game-capital/
- Dayan, D. (1986). Copyrighted subcultures. American Journal of Sociology, 91(5), 1219-1228. Retrieved from www.jstor.org/stable/2780127
- Delfino, R. A., & Hillock, J. C. (2014). Imagination and creation: The morality of fiction in Dungeons & Dragons. In C. Robichaud, & W. Irwin (Eds.), Dungeons and Dragons and philosophy: Read and gain advantage on all wisdom checks (pp. 93-105). John Wiley & Sons, Incorporated. Retrieved from https://doi.org/10.1002/9781118921166
- DeRenard, L. A., & Kline, L. M. (1990). Alienation and the game Dungeons and Dragons. Psychological Reports, 66(3_suppl), 1219-1222. Retrieved from https://doi.org/10.2466/pr0.1990.66.3c.1219
- Deterding, S., & Zagal., J. (2018). The many faces of role-playing game studies. In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: Transmedia foundations (pp. 1-16). London: Taylor & Francis. Retrieved from https://doi.org/10.4324/9781315637532
- Di Filippo, L. (2020). Les mondes d’Advanced Dungeons and Dragons au spectre du transmédia : l’exemple de Dark Sun. In : A.-S. Collard, S. Collignon (dirs), Le transmédia, ses contours et ses enjeux (pp. 47-60), Namur, Presses universitaires de Namur.
- Di Filippo, L. (2020). Retrouver le Nord dans le multivers : des récits médiévaux scandinaves à la cosmologie de Dungeons and Dragons. Deshima. Revue d’histoire globale des Pays du Nord, 14, 57-73.
- Di Filippo, L. (2020), La mythologie nordique dans Donjons & Dragons : entre réception et stéréotypes. In : Budin N., Les clichés dans l’Histoire. Actes du colloque Fest’Ain d’Histoire 2018 (pp. 83-98), Chambéry, Didaskalie.
- Di Filippo, L. (2020). Le zombie de Donjons et Dragons : hybridations et évolutions. In : A. Tuaillon-Demésy, S. Grosprêtre (dirs), Le Zombie : mythe ou réalité ? (pp. 73-82).Chambery, ActuSF.
- Di Filippo, L. (2019), La mise en scène ludique de l’Histoire : l’époque viking comme cadre de jeu pour Advanced Dungeons and Dragons. In : Besson A. (dir.), Fantasy et Histoire (pp. 391-414),Chambéry, ActuSF.
- Di Filippo, L. (2019). Fantasy et panthéon nordique dans Donjons et Dragons. Fantasy arts and Studies, n° 6, [En ligne].
- Di Filippo, L. (2019). Jeux de rôle et réception des mythes nordiques : quelques exemples tirés de Donjons et Dragons. Archicube, n° 26.
- Douse, N. A., & McManus, I. C. (1993). The personality of fantasy game players. British Journal of Psychology, 84(4), 505-509. Retrieved from https://doi.org/10.1111/j.2044-8295.1993.tb02498.x
- Dyer, B (2014). Dungeonmastery as soulcraft. In C. Robichaud, & W. Irwin (Eds.), Dungeons and Dragons and philosophy: Read and gain advantage on all wisdom checks (pp. 106-118). John Wiley & Sons, Incorporated. Retrieved from https://doi.org/10.1002/9781118921166
- Ewalt, D. M. (2014). Of dice and men: The story of Dungeons & Dragons and the people who play it. New York: Scribner.
- Fine, G. A. (1983). Shared fantasy: role-playing games as social worlds. Chicago: University of Chicago Press.
- Fleischer S. O., Wright S. A., & Barnes M. L. (2007) Dungeons, dragons, and discretion: A gateway to gaming, technology, and literacy. In C. L. Selfe, G. E. Hawisher, & D. Van Ittersum (Eds.), Gaming Lives in the Twenty-First Century (pp. 143-160). Palgrave Macmillan, New York. https://doi.org/10.1057/9780230601765_9
- Garcia, A. (2017). Privilege, power, and Dungeons & Dragons: How systems shape racial and gender identities in tabletop role-playing games. Mind, Culture, and Activity 24(3), 232-246. Retrieved from https://doi.org/10.1080/10749039.2017.1293691
- Gillespie, G., & Crouse, D. (2012). There and back again: Nostalgia, art and ideology in old-school dungeons and dragons. Games and Culture, 7(6). Retrieved from https://doi.org/10.1177/1555412012465004
- Harviainen, J. T., Bienia, R., Brind, S., Hitchens, M., Kot, Y. I., MacCallum-Stewart, E., … Sturrock, I. (2018). Live-action role-playing games. In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: Transmedia foundations (pp. 87-106). London: Taylor & Francis. Retrieved from https://doi.org/10.4324/9781315637532
- Hummel, M (2014). Menzoberranzan: A perfect unjust state. In C. Robichaud, & W. Irwin (Eds.), Dungeons and Dragons and philosophy: Read and gain advantage on all wisdom checks. John Wiley & Sons, Incorporated (pp. 121-131). Retrieved from https://doi.org/10.1002/9781118921166
- Johnson, L. (2020). Gender, race, and participatory neomedievalism in Dungeons & Dragons. eSharp: Estrangement and Reconciliation, 28, 68-79. Retrieved from https://www.gla.ac.uk/media/Media_735722_smxx.pdf?testing
- Jones, M., & Brown, A. (2014). Expediency and expendability: An exhumation of the morality of necromancy. In C. Robichaud, & W. Irwin (Eds.), Dungeons and Dragons and philosophy: Read and gain advantage on all wisdom checks (pp. 145-162). John Wiley & Sons, Incorporated. Retrieved from https://doi.org/10.1002/9781118921166
- Jones, S. (2017). The psycholigical abuse of Curse of Strahd. Analog Game Studies, 4(1). Retrieved from https://analoggamestudies.org/2017/01/the-psychological-abuse-of-curse-of-strahd/
- Jones, S. (2018). Blinded by the roll: The critical fail of disability in D&D. Analog Game Studies, 5(1). Retrieved from https://analoggamestudies.org/2018/03/blinded-by-the-roll-the-critical-fail-of-disability-in-dd/
- Jones, S., & Pobuda T. (2020). An analysis of gender-inclusive language and imagery in top-ranked board game rulebooks. Analog Game Studies, 7(2). Retrieved from https://analoggamestudies.org/2020/12/an-analysis-of-gender-inclusive-language-and-imagery-in-top-ranked-board-game-rulebooks/
- Kennedy, J. C. (1982). Dungeons and Dragons. Journal of Reading, 25(6), 596. Retrieved from www.jstor.org/stable/40029125
- Knowles, I., & Castronova, E. (2018). Economics and role-playing games. In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: Transmedia foundations (pp. 300-313). London: Taylor & Francis. Retrieved from https://doi.org/10.4324/9781315637532
- LaLone, N. (2019). A tale of Dungeons & Dragons and the origins of the game platform. Analog Game Studies, 6(3). Retrieved from https://analoggamestudies.org/2019/09/a-tale-of-dungeons-dragons-and-the-origins-of-the-game-platform/
- Lancaster, K. (1994). Do role-playing games promote crime, satanism and suicide among players as critics claim? Journal of Popular Culture, 28(2), 67. Retrieved from http://search.proquest.com/docview/1297371259/
- Laycock, J. P. (2015). Satanic Panic: 1982-1991. In J. P. Laycock (Ed.), Dangerous games: What the moral panic over role-playing games says about play, religion and imagined worlds (pp. 134-176). University of California Press.
- Leeds, S. M. (1995). Personality, belief in the paranormal, and involvement with satanic practices among young adult males: Dabblers versus gamers. Cultic Studies Journal, 12(2), 148-165. Retrieved from https://www.icsahome.com/articles/personality-belief-in-the-paranormal-csj-12-2
- Littmann, G. (2014). Sympathy for the devils: Free will and Dungeons & Dragons. In C. Robichaud, & W. Irwin (Eds.), Dungeons and Dragons and philosophy: Read and gain advantage on all wisdom checks (pp. 5-22). John Wiley & Sons, Incorporated. Retrieved from https://doi.org/10.1002/9781118921166
- Louis, A., & Sutton, C. (2018). Deep Dungeons and Dragons: Learning character-action interactions from role-playing game transcripts. In Proceedings of the 2018 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies, Volume 2 (Short Papers) (pp. 708-713). Retrieved from https://www.aclweb.org/anthology/N18-2111/
- MacCallum-Stewart, E. (2014). “Kill her, kill her! oh God, I’m sorry!”: Spectating Dungeons & Dragons. In C. Robichaud, & W. Irwin (Eds.), Dungeons and Dragons and philosophy: Read and gain advantage on all wisdom checks (pp. 173-188). John Wiley & Sons, Incorporated. Retrieved from https://doi.org/10.1002/9781118921166
- MacCallum-Stewart, E., Stenros, J., & Björk, S. (2018). The impact of role-playing games on culture. In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: Transmedia foundations (pp. 172-188). London: Taylor & Francis. Retrieved from https://doi.org/10.4324/9781315637532
- MacCallum-Stewart, E., & Trammell, A. (2018). Role-playing games as subculture and fandom. In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: Transmedia foundations (pp. 364-376). London: Taylor & Francis. Retrieved from https://doi.org/10.4324/9781315637532
- Martin, D., & Fine, G. A. (1991). Satanic cults, satanic play: Is “Dungeons & Dragons” a breeding ground for the devil? In J. Richardson, J. Best, & D. Bromley (Eds.), The satanism scare (pp. 107-213). New York, USA: Aldine De Gruyter. Retrieved from https://doi.org/10.4324/9781315134741
- McCain, K. (2014). Who is Raistlin Majere. In C. Robichaud, & W. Irwin (Eds.), Dungeons and Dragons and philosophy: Read and gain advantage on all wisdom checks (pp. 132-144). John Wiley & Sons, Incorporated. Retrieved from https://doi.org/10.1002/9781118921166
- Miles, J. K., & Hess, K. (2014). Paragons and knaves: Does good character make for a good character. In C. Robichaud, & W. Irwin (Eds.), Dungeons and Dragons and philosophy: Read and gain advantage on all wisdom checks (pp. 23-34). John Wiley & Sons, Incorporated. Retrieved from https://doi.org/10.1002/9781118921166
- Mizer, N. J. (2014). “Fun in a different way”: Rhythms of engagement and non-immersive play agendas. Analog Game Studies, 1(1). Retrieved from https://analoggamestudies.org/2014/08/179/
- Mizer, N. J. (2019). Tabletop role-playing games and the experience of imagined worlds. Springer Nature.
- Musset, N. (2014). Is anyone actually chaotic evil? A playable theory of willful wrongdoing. In C. Robichaud, & W. Irwin (Eds.), Dungeons and Dragons and philosophy: Read and gain advantage on all wisdom checks (pp. 35-59). John Wiley & Sons, Incorporated. Retrieved from https://doi.org/10.1002/9781118921166
- Mussett, S. M. (2014). Berserker in a skirt: Sex and gender in Dungeons & Dragons. In C. Robichaud, & W. Irwin (Eds.), Dungeons and Dragons and philosophy: Read and gain advantage on all wisdom checks (pp. 189-201). John Wiley & Sons, Incorporated. Retrieved from https://doi.org/10.1002/9781118921166
- Nicholas, J. L. (2014). “Others play at dice”: Friendship and Dungeons & Dragons. In C. Robichaud, & W. Irwin (Eds.), Dungeons and Dragons and philosophy: Read and gain advantage on all wisdom checks (pp. 202-216). John Wiley & Sons, Incorporated. Retrieved from https://doi.org/10.1002/9781118921166
- Noll, S. (2014). By friendship or force: Is it ethical to summon animals to fight by your side in Dungeons & Dragons. In C. Robichaud, & W. Irwin (Eds.), Dungeons and Dragons and philosophy: Read and gain advantage on all wisdom checks (pp. 163-171). John Wiley & Sons, Incorporated. Retrieved from https://doi.org/10.1002/9781118921166
- Peterson, J. (2012). Playing at the world: A history of simulating wars, people, and fantastic adventure from chess to role-playing games. San Diego, CA: Unreason Press.
- Peterson., J. (2018). Precursors. In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: Transmedia foundations (pp. 55-62). London: Taylor & Francis. Retrieved from https://doi.org/10.4324/9781315637532
- Peterson, J. (2020). The elusive shift: How role-playing games forged their identity. MIT Press.
- Peterson, J. (2021). Game wizards: The epic battle for Dungeons & Dragons. MIT Press.
- Polkinghorne, A., Turner, J., Taboada, M., & Kerr, J. (2021). Critical fail: Addressing problematic designs in table-top role-playing games for narrative therapy and community wellbeing. In Proceedings of DiGRA Australia 2021. Retrieved from http://digraa.org/wp-content/uploads/2021/02/DiGRAA2021_paper_22.pdf
- (Adric Polkinghorne, Jane Turner, Manuela Taboada, Jeremy Kerr)
- Rameshkumar, R., & Bailey, P. (2020). Storytelling with dialogue: A Critical Role Dungeons and Dragons dataset. In Proceedings of the 58th Annual Meeting of the Association for Computational Linguistics (pp. 5121-5134). Retrieved from https://www.aclweb.org/anthology/2020.acl-main.459/
- Robichaud, C. (2014). Save vs. death: Some reflections on the lifecycle of PCs. In C. Robichaud, & W. Irwin (Eds.), Dungeons and Dragons and philosophy: Read and gain advantage on all wisdom checks (pp. 61-71). John Wiley & Sons, Incorporated. Retrieved from https://doi.org/10.1002/9781118921166
- Robichaud, C., & Irwin, W. (2014). Dungeons and Dragons and philosophy: Read and gain advantage on all wisdom checks. John Wiley & Sons, Incorporated.
- Schules, D., Peterson, J., & Picard, M. (2018). Single-player computer role-playing games. In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: Transmedia foundations (pp. 107-129). London: Taylor & Francis. Retrieved from https://doi.org/10.4324/9781315637532
- Sidhu, P., & Carter, M. (2021). Pivotal Play: Rethinking Meaningful Play in Games through Death in Dungeons & Dragons. Games and Culture. Retrieved from https://journals.sagepub.com/doi/abs/10.1177/15554120211005231
- Sidhu, P., & Carter, M. (2020). The Critical Role of media representations, reduced stigma, and increased access in D&D’s resurgence. Proceedings of DiGRA 2020: Play Everywhere. Retrieved from http://www.digra.org/digital-library/publications/the-critical-role-of-media-representations-reduced-stigma-and-increased-access-in-dds-resurgence/
- Sidhu, P., & Carter, M. (2020). The Critical Role of YouTube and Twitch in D&D’s resurgence. Proceedings of DiGRA Australia 2020. Retrieved from http://digraa.org/wp-content/uploads/2020/01/DiGRAA_2020_paper_22.pdf
- Simón, A. (1987). Emotional stability pertaining to the game of Dungeons & Dragons. Psychology in the Schools, 24(4), 329-332. Retrieved from https://onlinelibrary-wiley-com.ezproxy.library.sydney.edu.au/share/7TTUE3G2DPF8IDNTCVJE?target=10.1002/1520-6807(198710)24:4<329::AID-PITS2310240406>3.0.CO;2-9
- Spotorno, R., Picone, M., & Gentile, M. (2020). Designing an online Dungeons & Dragons experience for primary school children. In International Conference on Games and Learning Alliance (pp. 207-217). Springer, Cham. Retrieved from https://link.springer.com/book/10.1007%2F978-3-030-63464-3
- Stang, S., & Trammell, A. (2019). The ludic bestiary: Misogynistic tropes of female monstrosity in Dungeons & Dragons. Games and Culture, 15(6), 730-747. Retrieved from https://doi.org/10.1177/1555412019850059
- Stanton, R., & Johnson, M. (2021). The audiences of The Adventure Zone: Analysing actual play as inclusive gaming media. In Proceedings of DiGRA Australia 2021. Retrieved from http://digraa.org/wp-content/uploads/2021/02/DiGRAA2021_paper_12.pdf
- Stenros, J., & Sihvonen, T. (2015). Out of the dungeons: Representations of queer sexuality in RPG source books. Analog Game Studies, 2(5). Retrieved from https://analoggamestudies.org/2015/07/out-of-the-dungeons-representations-of-queer-sexuality-in-rpg-source-books/
- Stokes, M. (2017). Access to the page: Queer and disabled characters in Dungeons & Dragons. Analog Game Studies, 4(3). Retrieved from https://analoggamestudies.org/2017/05/access-to-the-page-queer-and-disabled-characters-in-dungeons-dragons/
- Taylor, W. E. (1994). Dungeons and Dragons in african american art research. Art Documentation: Journal of the Art Libraries Society of North America, 13(1), 9-12. Retrieved from https://www.jstor.org/stable/27948607
- Torner, E. (2018). RPG theorizing by designers and players. In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: Transmedia foundations (pp. 199-212). London: Taylor & Francis. Retrieved from https://doi.org/10.4324/9781315637532
- Trammell, A. (2014). From where do dungeons come? Analog Game Studies, 1(1). Retrieved from https://analoggamestudies.org/2014/08/from-where-do-dungeons-come/
- Trammell, A. (2014). Misogyny and the female body in Dungeons & Dragons. Analog Game Studies, 1(3). Retrieved from https://analoggamestudies.org/2014/10/constructing-the-female-body-in-role-playing-games/
- Trammell, A. (2016). How Dungeons & Dragons appropriated the orient. Analog Game Studies, 3(1). Retrieved from https://analoggamestudies.org/2016/01/how-dungeons-dragons-appropriated-the-orient/
- Trammell, A. (2018). Militarism and masculinity in Dungeons & Dragons. In N. Taylor & G. Voorhees (Eds.), Masculinities in Play (pp. 129-147). Palgrave Macmillan, Cham. Retrieved from https://link.springer.com/book/10.1007/978-3-319-90581-5
- Trammell, A. (2018). Representation and discrimination in role-playing games. In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: Transmedia foundations (pp. 199-212). London: Taylor & Francis. Retrieved from https://doi.org/10.4324/9781315637532
- Trammell, A. (2019). Analog games and the digital economy. Analog Game Studies, 6(1). Retrieved from https://analoggamestudies.org/2019/03/analog-games-and-the-digital-economy/
- Trammell, A., & Crenshaw, N. (2020). The damsel and the courtesan: Quantifying consent in early Dungeons & Dragons. International Journal of Role-Playing, 10. Retrieved from http://ijrp.subcultures.nl/wp-content/uploads/2020/11/IJRP-10-The-Damsel-and-the-Courtesan-Quantifying-Consent-in-Early-Dungeons-Dragons.pdf
- Uribe-Jonbloed, E. (2020). Playing with translation: Translanguaging role-playing games in Colombia in the 1990s. Analog Game Studies, Analog Games and Translation. https://analoggamestudies.org/2020/03/playing-with-translation-translanguaging-role-playing-games-in-colombia-in-the-1990s/
- Voorhees, G. A., Call, J., & Whitlock, K. (Eds.). (2012). Dungeons, dragons, and digital denizens: The digital role-playing game. New York: Bloomsbury Publishing.
- Waldron, D. (2005). Role-playing games and the Christian right: Community formation in response to a moral panic. Journal of Religion and Popular Culture, 9. Retrieved from http://search.proquest.com/docview/232425334/
- Webber, N. (2018). Table talk: Archives of role-playing’s personal pasts. Analog Game Studies, 2019: Role-Playing Game Summit. Retrieved from https://analoggamestudies.org/2019/12/archives-of-role-playings-personal-pasts/
- White, W. J. (2014). Player-character is what you are in the dark: The phenomenology of immersion in Dungeons & Dragons. In C. Robichaud, & W. Irwin (Eds.), Dungeons and Dragons and philosophy: Read and gain advantage on all wisdom checks (pp. 82-92). John Wiley & Sons, Incorporated. Retrieved from https://doi.org/10.1002/9781118921166
- White, W. J. (2018). Communication research and role-playing games. In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: Transmedia foundations (pp. 337-346). London: Taylor & Francis. Retrieved from https://doi.org/10.4324/9781315637532
- White, W. J., Arjoranta, J., Hitchens, M., Peterson, J., Torner, E., & Walton, J. (2018). Tabletop role-playing games. In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: Transmedia foundations (pp. 63-86). London: Taylor & Francis. Retrieved from https://doi.org/10.4324/9781315637532
- Williams, J. P., Kirschner, D., Mizer, N., & Deterding, S. (2018). Sociology and role-playing games. In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: Transmedia foundations (pp. 227-244). London: Taylor & Francis. Retrieved from https://doi.org/10.4324/9781315637532
- Wouters, N., Rogerson, M. J., & Hu, Y. (2021). The potential for facial biometrics in role-playing games. In Proceedings of DiGRA Australia 2021. Retrieved from http://digraa.org/wp-content/uploads/2021/02/DiGRAA2021_paper_22.pdf
- Wright, J. C., Weissglass, D. E., & Carey, V. (2017). Imaginative role-playing as a medium for moral development: Dungeons & Dragons provides moral training. Journal of Humanistic Psychology. Retrieved from https://doi.org/10.1177/0022167816686263
- Zagal, J. P.. (2018). An analysis of early 1980s english language commercial TRPG definitions. Analog Game Studies, 2019: Role-Playing Game Summit. Retrieved from https://analoggamestudies.org/2019/12/an-analysis-of-early-1980s-english-language-commercial-trpg-definitions/
- Zagal, J. P., & Deterding, S. (2018). Definitions of role-playing games. In J. P. Zagal & S. Deterding (Eds.), Role-playing game studies: Transmedia foundations (pp. 19-52). London: Taylor & Francis. Retrieved from https://doi.org/10.4324/9781315637532
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