This dissertation demonstrates how performance studies, as a field, is well-positioned to address a gap in the study of video games broadly, and of role-playing games, specifically. By considering role-playing games as community-based performance, it charts the practice of role-playing across the platforms players employ and the spaces they create: material, digital, imaginative, actual, hybrid. It argues, moreover, that these spaces offer much-needed insight into the hybridized zones of engagement that digital publics occupy as both explicit performing grounds and as a quotidian mode of being in the world and in civic community.Noting how certain forms at particular times maintain an outsized presence in their cultural contexts (the dramatic, the novelistic, the filmic, the televisual, for example), the author positions the gamic as an overarching formal and cultural force in the present moment. This dissertation is an initial theorization and accounting of gamic theatre and gamic performance that—by employing close readings, ethnographic fieldwork, and online platform and activity analysis—moves across traditional theatre venues, digital playhouses, and hybrid play practices. Its objects include Qui Nguyen’s “geek theater” play She Kills Monsters (2012), one amongst many recent performed texts which stage the practice of role-playing for a popular audience; A Stage Reborn, a US-based not-for-profit creating theatre within Final Fantasy XIV (2013), an MMORPG produced by a Japanese transnational corporation; and the revitalized community that has both formed around, and is reforming, tabletop role-playing games such as Dungeons & Dragons (1974).
The author’s analysis of She Kills Monsters demonstrates how staging play within a play can both enact a shared communal ethos; and structure formal conventions drawn from gaming practices and cultures. Drawing upon ethnographic participant-observation of an online theatre production in Final Fantasy XIV, the author highlights how digital play- and performance-making necessitates a negotiation between creative projects and the realities of the corporatized networked spaces furnished by online platforms; and theorizes the manners in which both player communities and video game producers operationalization memory through play. Lastly, in considering Ancestry & Culture, a player-produced publication that modifies the received systems and narratives of Dungeons and Dragons (which are often underwritten by racist worldviews and tropes), the author explicates how open license agreements and online content marketplaces pave a path, for both franchises and for players, towards the enactment through play of a more inclusive popular imagination.
Ultimately, by articulating role-playing games as community-based performance, the author considers both the stories we tell about role-playing games, and the stories we tell through them. This yields a story of its own: of our cultural hopes and anxieties; and of the ways in which we live, now, enmeshed between and across online and material spaces and platforms.