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An in-depth look at the world of role-playing games, providing a theoretical framework for understanding their more acute psychological and sociological functions. Although mainstream media often dismiss role-playing games as escapist and potentially dangerous, this study argues that role-playing encourages creativity, self-awareness, group cohesion and ""out-of-the-box"" thinking. This study takes an analytical approach to the world of role-playing games, providing a theoretical framework for understanding their psychological and sociological functions. Sometimes dismissed as escapist and potentially dangerous, role-playing actually encourages creativity, self-awareness, group cohesion and "out-of-the-box" thinking. The book also offers a detailed participant-observer ethnography on role-playing games, featuring insightful interviews with 19 participants of table-top, live action and virtual games.
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