DM Habitus: The Social Dispositions of Game Mastering in Dungeons & Dragons

dc.contributor.authorDashiell, Steven
dc.date.accessioned2025-08-13T20:14:54Z
dc.date.issued2022-09-30
dc.description.abstractThis paper discusses the situatedness of the Game Master, specifically the Dungeon Master (DM), in terms of practice theory. I use Pierre Bourdieu’s (1984) theory of habitus to create the notion of what I call DM habitus, or “deeply engrained habits, skills, and bodily dispositions” that result from the gaming experience that individuals in the Dungeon Master role enact to cement their role. I discuss how, instead of affirmative lines between the idea of “collaborator,” “storyteller,” and “divinity,” the authority granted to Dungeon Masters by the space of social production of tabletop role-playing games (TRPGs) provides them the ability to appropriate these distinct roles for the sake of preserving the social structure of the gaming space
dc.description.urihttps://jarps.net/journal/article/view/37
dc.format.extent11 pages
dc.genrejournal articles
dc.identifierdoi:10.13016/m2jl2g-x4rr
dc.identifier.citationDashiell, Steven. “DM Habitus: The Social Dispositions of Game Mastering in Dungeons & Dragons” Japanese Journal of Analog Role-Playing Game Studies, 3 (September 2022): 3–13. https://jarps.net/journal/article/view/37
dc.identifier.urihttp://hdl.handle.net/11603/39821
dc.language.isoen
dc.publisherJARPS
dc.relation.isAvailableAtThe University of Maryland, Baltimore County (UMBC)
dc.relation.ispartofUMBC Gender & Women's Studies
dc.relation.ispartofUMBC Faculty Collection
dc.rightsCreative Commons Attribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.titleDM Habitus: The Social Dispositions of Game Mastering in Dungeons & Dragons
dc.typeText
dcterms.creatorhttps://orcid.org/0000-0003-0381-9989

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