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dc.contributor.authorSidhu, Premeet Kaur
dc.date.accessioned2024-08-13T00:22:36Z
dc.date.available2024-08-13T00:22:36Z
dc.date.issued2024en_AU
dc.identifier.urihttps://hdl.handle.net/2123/32931
dc.descriptionIncludes publication
dc.description.abstractThe aim of this thesis is to explore how the tabletop role-playing game Dungeons & Dragons [D&D] cultivates rich learning experiences. To achieve the aim, this thesis seeks to understand: 1) the appeal of D&D, 2) where and how learning occurs within D&D, and 3) whether learning can be designed into D&D. I accomplish this through three qualitative research studies. Study 1 investigates factors contributing to D&D’s contemporary appeal. Data collected from interviews and gameplay observations informs my conceptualisation of pivotal play which describes memorable, appealing, and transformative gameplay experiences that view meaningful play from a learning lens. Study 2 further explores D&D’s contemporary appeal, directing attention towards learning experiences. Data collected from online focus groups and an online survey informs my proposal of benevolent transgression which describes constructive social play that knowingly challenges player boundaries or game boundaries. Study 3 applies the insights from my two previous studies to the design of an original D&D one-shot (i.e., a short one-off gameplay experience) intended to facilitate learning through pivotal play and benevolent transgression. Data collected from my game design prototyping and playtesting process indicates that the one-shot format and opportunities for explicit reflection are an engaging way to encourage rich learning through gameplay. Ultimately, by proposing two new concepts that expand existing understandings of games and learning —pivotal play and benevolent transgression—and designing a one-off gameplay experience incorporating these insights, this thesis generates and contributes original knowledge on how D&D is able to cultivate rich learning experiences through meaningful gameplay moments. It demonstrates the possibilities of games and their learning affordances and encourages repositioning enshrined assumptions and theories related to the field of games and learning.en_AU
dc.language.isoenen_AU
dc.subjectDungeons & Dragonsen_AU
dc.subjectGames and Learningen_AU
dc.subjectMeaningful Playen_AU
dc.titleRepositioning Games and Learning: Pivotal Play Moments in Dungeons & Dragonsen_AU
dc.typeThesis
dc.type.thesisDoctor of Philosophyen_AU
dc.rights.otherThe author retains copyright of this thesis. It may only be used for the purposes of research and study. It must not be used for any other purposes and may not be transmitted or shared with others without prior permission.en_AU
usyd.facultySeS faculties schools::Faculty of Arts and Social Sciences::School of Art, Communication and Englishen_AU
usyd.departmentDiscipline of Media and Communicationsen_AU
usyd.degreeDoctor of Philosophy Ph.D.en_AU
usyd.awardinginstThe University of Sydneyen_AU
usyd.advisorCarter, Marcus
usyd.include.pubYesen_AU


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