Телекинет (Sep 2022)
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
Abstract
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. The popularity of the game system in recent years (due to the availability of the fifth edition of the game and the popularity of streaming channels such as Critical Role) has attracted new players for whom this version of the game is the first one. In this regard, both new inclusion practices and new forms of communication within the existing system are being formed. Using the example of the game “Dungeons and Dragons”, the author analyzes how identity is possible and what new functions it received in the fandom before and during the Covid-19 pandemic. The author paid special attention to the issue of how Covid-19 pandemic affected the game and how the forms of communication between producers and fans have changed.
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