27 Matching Annotations
  1. Dec 2022
    1. Larps, as forms of physical expression, exist on the borderline of several expressive forms, ow-ing their existence not just to TRPGs and reenactment but also to children’s pretend play, edu-cational applications, and commercial interests.

      I wonder the other uses Larping could have outside of solely entertainment. How could schools for example, incorporate this form of learning and exhibition into the curricula?

    2. The development of larp in the United States followed a trajectory common to larp across theworld. The currently dominant forms of larp developed out of TRPGs, such as D&D. How-ever, its evolution intersects with other practices as well: theater, parlor games, simulations likethe Model United Nations, and, especially, historical reenactment. The Society for CreativeAnachronism (SCA), a medieval reenactment organization started in 1966, was a significantinfluence, but United States Civil War reenactment was also important. It appears that themodern form of larp emerged in many places, nearly simultaneously across the country

      I wonder what the main differences between North American Larping and the type that occurs abroad. I rarely think about activities like this on a global scale, and I mainly usually focus on what we do domestically. That is a goal of mine, to learn more about how activities and games may differ depending on where they're located/being played.

    3. Immersion, often described as the feeling of “being there”, is an experience that is commonin larps because of their embodied nature. This creates challenges and advantages for both theplay experience and game design (Säilä, 2004). For instance, immersion and rules often runcounter to each other because rules remind the player that what they are doing is not real (Cail-lois, 1961; Harviainen, 2012)

      Also very true in video games! Immersion is a make or break characteristic, and is a tough task to achieve for any medium. Any medium that's compelling enough can achieve immersion, such as video games, movies, books, etc. A very important factor in LARPing, no doubt.

    4. The empirical phenomena referred to as “role-playing games” are very heterogeneous, span-ning different socio-material assemblages: joint talk and paper inscriptions (TRPGs), jointembodiment (larp), and single (CRPG) and networked (MORPG) computing devices. Associo-material platforms, these gather different communities of practice: when people say“role-playing game”, they often do so within the context of the form (CRPG, TRPG, etc.)they were socialized in or that is salient in the current context of conversation

      This section answered my previous annotation perfectly! I never could have imagined how much falls on the spectrum of an RPG!

    5. In 1974, a small company called Tactical Studies Rules, later known as TSR, published Dun-geons & Dragons (D&D, Gygax and Arneson 1974a). It was an unassuming box (containingthree slim booklets) whose cover described its contents as “Rules for Fantastical MedievalWargames Campaigns Playable with Paper and Pencil and Miniature Figures” (Gygax andArneson 1974b). The game was not only closely modeled on its ancestor – miniature wargam-ing (Peterson 2012) – but also labeled itself as such.

      It's amazing to think about how such a small operation spawned one of the most successful and well known games in recent history. It's really interesting to see how far it has come, and the popularity it has gained.

    6. When scholars, designers, and fans use the words “role-playing games”, they typically don’tspeak about all phenomena called “role-playing games” but usually refer to one of several clus-ters of phenomena, which we here call forms (Dormans 2006; Hitchens and Drachen 2009). Inthis book, we focus on four prominent forms: tabletop, live-action, single-player computer,and multiplayer online RPGs

      What are the main difference between all of these forms of RPGs? Which is the most popular? What are the limitations/restrictions?

    7. As a result,social entities exhibit historical change and cultural variation: Swedish and Japanese peoplemay have different opinions on what is “embarrassing”; these opinions may also differ fromthose of their ancestors from 100 years ago.

      I was a bit confused by this analogy... I understand the link with with societal norms and values but I found this to be out of place.

    1. Some “Enlighten-ment” intellectuals, as they understood themselves, worked in this frame-work in eighteenth-century Europe when they wrote the history of Europeas progressing from the pre-modern “Dark Ages” (full of simpletons andsuperstition) to the modern “Enlightenment” era (animated by reason andcomplexity).

      What are some of the major differences, similarities, and links between all of these eras? I feel often times they are blended together, and that is extremely unfair to both the acknowledgement of history, as well as the people who lived at that time. Maybe one day the era we live in now will be blended in with another.

    2. My practical advice to those who want to understand the choices othershave made and decide what to build on in their own historical scholarshipis this: instead of only mining history monographs for “the facts,” readthe introductions to see what kinds of historical conversations the authorsintervene in, how, and why.

      A trend and recurring idea I've seen throughout history studies is not just to ask simple questions, but to challenge and ask questions on the subject. To engage with the material and ask progressive and thoughtful questions is so important to historical analysis.

    3. The historiography of a particular subject can be studied to find areas ofconsensus and contention and how these change over time. In terms ofhow historical output is done, one engages with records, others’ interpre-tations, historiographical critiques, and peer review of one’s own work, allamidst changing concerns about the present and why people would careabout this past in the first place.

      This makes me think about how much more there is to learn about historical documentation and the work and time that goes into it. I never really considered the sheer amount of verification, trials, and ideas that go into documenting the past. I guess that's why the article is for non-historians!

    4. A way of summing up all of these choices is to say that historians makeassertions about what is historically significant from the records and producetheir interpretation in justification of those assertions, citing the recordsand other interpretations they are informed by and, sometimes but not al-ways, revealing their decision-making process.

      It's cool to imagine that everything we know and deem historic, unless it is a primary source/artifact, is derived from someone else's interpretation of it. There is a very human element to how we see and understand history.

    Annotators

  2. Nov 2022
    1. A point that any historian should remem-ber is that any similar study is just like a chess game: It demands strategy, skills,patience and attacking your object from different angles

      This ties up his argument nicely. He hones in on the fact that chess was meant as a mimic to real life, and it's only fitting that you can adversely take examples in real life, and break them down using chess as a reference and as a point of comparison.

    2. Chess was not just an erotic metaphor. It was also one of the skills a knightlylover had to master. Yalom uses the characteristic example of the troubadour,who, to be a successful one, was expected to be “sophisticated, witty, skilled as apoet, singer, musician, and—let us not forget—chess player”.27The metaphor correlating chess to erotic love was in fact setting up a socialframework for the unfolding of the erotic practice between the members of thehigher social strata, in a medieval society that was based on following socialrules and etiquette. Erotic love should be expressed in ways strategically thoughtand designed. At the same time, it should not be forgotten that erotic love wasa battle in which the two people in love had to act as opponents participating ina combat

      This was definitely an angle that I wasn't prepared for the author to argue! However, the author taking the time to back up his argument and providing a compelling and factual account of chess and how it links with eroticism is incredibly fascinating!

    3. They say that, in the reign of Khusraw of the Immortal Soul, a chessgame (16 counters of emerald and 16 counters of red ruby) was sent byDewisharm, great ruler of the Indians, to test the intelligence and wisdomof the Iranians and to see to his own profit. ... In a letter had been written:“Since you are named the king of kings, as king of kings over us all, it isnecessary that your wise men be wiser than ours. [It is so] if you explain therationale of this chess; otherwise you send tribute [and] taxes!

      Learning about this story in class was really great. I appreciated the idea of strategy being a coveted aspect in society. Can this collective group decipher and come up with a coherent and collective set of rules for this game that we already know?

    4. The replacement of the vizier by the queen is also a goodexample for this point. The vizier could only move one step diagonally and thisapplied originally to the queen as well. But as we know, in time the queen got analmost unlimited specter of movements, thus becoming the most powerful pieceon the board. What does it mean in terms of politics? Does it reflect changes inmedieval political culture?

      I'd love to see examples of other countries who play chess in a different way, and whether the decision to do so has anything to do with the societal and cultural practices. Maybe some cultures don't want the queen to be the most valuable and destructive piece on the board?

    5. Decoration of the game: Strongly related to the identification of the game is thepresentation of its decoration, both the decoration that is related to the gameplaybut also that which simply serves aesthetics or promotion purposes. In manyplaces and periods, game sets and equipment were not only meant as objects ofgameplay; particularly in the higher strata of the society, they were also elementsof the social apparatus of the household and as such they were media of social

      I'd love to see the difference in game design as they pertain to different countries. How would the design of the same game differ/stay the same when made/played in different countries?

    6. On the basis of the object, the historian willinterpret the past. What is important here is that “objects should not be used as anaid for providing enhanced answers, but for asking better questions”.14

      This is a really cool thought process when it comes to historical analysis and interpretation. No matter how small or large a discovery might be, the key to getting quality answers and information always lies deeper. In this example, the objects themselves are not the answer, but instead a key to asking better questions in order to get the desired answer.

    7. This is a characteristic example of how the material side of games mightillustrate social, cultural and sociocultural priorities. Games, game pieces, gameequipment and game architecture could be very interesting sources of mate-rial history and equally valuable material sources of social and cultural history.Unfortunately, the material dimension of games has not been given the academicattention it deserves

      This is an aspect of games that I have given little thought to in the past! I've never really considered how the material aspect of the games we play has a sociological or cultural effect. What I appreciate about this piece by Spanos is the in depth he goes into aspects one wouldn't have paid much attention to.

    8. Summing up, by reflecting on the original names of chess pieces and theirchanges in the medieval space-time, we realize that even if remaining for themost part the same, the game was changed from a military into a sociopoliticalsimulation. In medieval Europe, the political power was centralized in the handsof kings and queens, but the church and the army as institutions had a crucial,and sometimes vital, role to play.

      Super cool hearing the background information and history regarding popular games, and why things are the way they are. The historical background of chess and the environment it was born into is so interesting in regard to how it has changed.

    9. Think for example of sport games as football, card games as poker, boardgames as backgammon, digital games as Civilization, or any fantasy role-playinggame, and imagine the challenges related to the use of the same concepts to speakabout these so very different games as games

      We think of certain terms as universal, especially in the realm of games. However, there is so much variance and diversity amongst games in general, terms are bound to overlap. For example, a hit in blackjack means to deal another card, a hit in football means to tackle, and a hit in an RPG could mean to inflict damage. All the same term, but drastically different meanings.

    10. The word book is a word when it signifies a bookin a library, but it becomes a concept in the expression “religions of the book”(referring to Judaism, Christianity and Islam), as the word book here signifies theholy texts the three religions are based on, or in the expression “by the book”, ashere it signifies a set of rules or principles.

      Love this example highlighting how meaning isn't universal, and serves as a great demonstration as to how the significance of a certain term can be applied to a variety of terms depending on the context.

    Annotators

    1. In Crowther's view,on the other hand, the interactivity of games dissolves the line between author and audience; interactive arts are col-lectively authored by the game designer and the player, so they cannot have the traditional relationship of one personfilling a work with meaning and another retrieving that meaning. Lopes's view is an intermediate between the two. ForLopes, there is an authoritative relationship between the author and the audience. To experience the work, theaudience must follow the norms of appreciation. However, proper appreciation of an interactive artwork involvesexploring the space of possible interactions.

      Hearing different perspectives and arguments about such an interesting and opinionated stance gives me different stances than I would have had all of the arguments been congruent.

    2. Films or books present that information in a fixed sequence. A gamedesigner distributes that information through space, and a player discovers it through temporally uncontrolled explo-ration. Jenkins dubs this form “narrative architecture” and compares game narrative to the environmental storytellingused by the architects of Disney World, where story elements are infused into particular locations and objects inphysical space (Henry, 2002

      Love this! I'm a big movie fan, and this type of analysis makes you think about movies as a whole and how people perceive the media they're consuming.

    3. That is, video games are part of a special class of fiction in which, byinteracting with the game, the player makes things fictionally true of the player herself or himself, and not just theirin‐game avatar. For example, if Jane maneuvers her Spiderman avatar to defeat Galactus in a video game, then it isnot only fictionally true that Spiderman beat Galactus; it is fictionally true that Jane herself beat Galactus. Robsonand Meskin do not claim that their category is an exact match for video games—pure arcade games like Tetris arenot fictions in any sense, and wholly nontechnological artifacts like Choose Your Own Adventure novels also countas self‐involving interactive fictions.

      I love the connection to non-technological games as well. As well as how certain achievements transcend what is considered fiction within games.

    4. I take up opponents and a requirement fordribbling. This is not because getting the ball through the hoop is, in and of itself, a valuable achievement. If that werethe case, I would just show up to an empty basketball court with a stepladder and have at it. Rather, I adopt anessentially arbitrary goal (achieving such‐and‐such inside certain constraints) in order to create a new kind of activity

      Super interesting, especially as an avid sports fan. Love seeing new perspectives about sports that go beyond what is normally thought of them.

  3. Sep 2022
    1. But war is one of the horrifying constants of humanhistory. It is not uniquely medieval. And while the hand-to-hand combat that is the hallmark of much of medieval war-fare may feel more brutal and savage than, say, a drone strike,the murderous capability of the latter far outstrips the former

      Very true and something I never really considered

    Annotators