Description

Book Synopsis

Actual play is a movement within role-playing gaming in which players livestream their gameplay for others to watch and enjoy. This new medium has allowed the playing of games to become a digestible, consumable text for individuals to watch, enjoy, learn from, and analyze. Bridging the gap between the analog and the digital, actual play is changing and challenging our expectations of tabletop role-playing and providing a space for new scholarship. This edited collection of essays focuses on Dungeons and Dragons actual play and examines this phenomenon from a variety of different disciplinary approaches. Authors explore how to define actual play, how fans interact with and affect the narrative and gameplay of actual play, the diversity of gamers (or lack thereof) within actual play media, and how audiences can use actual play media for more than mere entertainment.



Table of Contents
Acknowledgments vi
Preface
Shelly Jones 1
Introduction: From Actually Playing to Actual Play
Shelly Jones 5
What Is Actual Play?
Actual Play Reports: Forge Theory and the Forums
Evan Torner 20
Birth of a New Medium or Just Bad TV? Framing and Fractality of Actual Play
Julia J.C. Blau 32
Audience, Framing and Flow
Critical Role and Audience Impact on Tabletop Roleplay
Robyn Hope 56
Communal Narrative in Actual Play Environments: Roles of Participants, Observers and Their Intersections
Anthony David Franklin 74
"Your fun is wrong": Actual Play and Fans
Diversity and Audience Interaction in Critical Role and The Adventure Zone
G.L. van Os 88
Critical Fails: Fan Reactions to Player and Character Choices in Critical Role
Christine Dandrow 118
Actual Play Audience as Archive: Analyzing the Critical Role Fandom
Shelly Jones 136
Commodification and Pedagogy: Other Approaches and Uses of Actual Play
Consumable Play: A Performative Model of Actual Play Networks
Mariah E. Marsden and Kelsey Paige Mason 158
Actual Play as Actual Learning: What Gamers, Teachers and Designers Can Learn About Learning from Actual Play Videos
Alex Layne 189
Conclusion
Shelly Jones 208
About the Contributors 213
Index 215

Watch Us Roll

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      Publisher: McFarland & Co Inc
      Publication Date: 1/13/2021 12:08:00 AM
      ISBN13: 9781476677620, 978-1476677620
      ISBN10: 147667762X

      Description

      Book Synopsis

      Actual play is a movement within role-playing gaming in which players livestream their gameplay for others to watch and enjoy. This new medium has allowed the playing of games to become a digestible, consumable text for individuals to watch, enjoy, learn from, and analyze. Bridging the gap between the analog and the digital, actual play is changing and challenging our expectations of tabletop role-playing and providing a space for new scholarship. This edited collection of essays focuses on Dungeons and Dragons actual play and examines this phenomenon from a variety of different disciplinary approaches. Authors explore how to define actual play, how fans interact with and affect the narrative and gameplay of actual play, the diversity of gamers (or lack thereof) within actual play media, and how audiences can use actual play media for more than mere entertainment.



      Table of Contents
      Acknowledgments vi
      Preface
      Shelly Jones 1
      Introduction: From Actually Playing to Actual Play
      Shelly Jones 5
      What Is Actual Play?
      Actual Play Reports: Forge Theory and the Forums
      Evan Torner 20
      Birth of a New Medium or Just Bad TV? Framing and Fractality of Actual Play
      Julia J.C. Blau 32
      Audience, Framing and Flow
      Critical Role and Audience Impact on Tabletop Roleplay
      Robyn Hope 56
      Communal Narrative in Actual Play Environments: Roles of Participants, Observers and Their Intersections
      Anthony David Franklin 74
      "Your fun is wrong": Actual Play and Fans
      Diversity and Audience Interaction in Critical Role and The Adventure Zone
      G.L. van Os 88
      Critical Fails: Fan Reactions to Player and Character Choices in Critical Role
      Christine Dandrow 118
      Actual Play Audience as Archive: Analyzing the Critical Role Fandom
      Shelly Jones 136
      Commodification and Pedagogy: Other Approaches and Uses of Actual Play
      Consumable Play: A Performative Model of Actual Play Networks
      Mariah E. Marsden and Kelsey Paige Mason 158
      Actual Play as Actual Learning: What Gamers, Teachers and Designers Can Learn About Learning from Actual Play Videos
      Alex Layne 189
      Conclusion
      Shelly Jones 208
      About the Contributors 213
      Index 215

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