Roleplaying, acting out the part of a character other than yourself, is a very popular pasttime. There exist a wide range of possible experiences from friendgroups playing Dungeons & Dragons around a kitchen table, to players going on weekend trips where they don costumes and act out being elves and wizards with like-minded people, and many steps in between. It is possible for a player's emotions while playing to affect them outside of the game as well, and the other way around too. This phenomenon is called bleed, and is the subject of much discussion in roleplaying design circles, with creators actively designing their games with bleed in mind. A game might intentionally seek to invoke bleed, which can create powerful emotional experiences, or seek to mitigate its effects by using a variety of common safety tools and good design practices. This talk will introduce Raymond Vermeulen's Professional Doctorate research project, which studies the mechanisms of bleed in analogue roleplaying games, the emotional design of this genre of game, and how this can be applied to the creation of digital narrative games as well.
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Dit artikel vergelijkt de typische spelmechanismen voor karakterontwikkeling in twee game genres: role‐playing games en action‐adventure games. Voor beide genres zijn avatars en hun ontwikkeling belangrijk. Maar, zoals zal blijken, gebruiken beide genres heel ander type spelregels en geven hierdoor een geheel andere invulling aan karakterontwikkeling in games.
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We read the invited review on sustainable medicines use in clinicalpractice by Adeyeye et al.1and would like to congratulate the authorswith the captivating way in which they used scientific facts combinedwith very practical solutions to convey their call to action. This call isprimarily addressed to the NHS, which the authors suspect will reso-nate with other health systems. While we fully agree with necessityof this top-down approach, we additionally believe that there is muchto be gained by making future prescribers more knowledgeable andaware about the impact they have on planetary health. The articleremains very brief about next generation of healthcare professionalsby quoting the General Medical Council's statement that“newly quali-fied doctors must be able to apply the principles, methods and knowl-edge of population health and the improvement of health andsustainable healthcare to medical practice.”2However, the underlyingquestion—how we effectively train future healthcare professionals inthese attitudes underpinned by knowledge—is not addressed...........
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In 2007 at Ropecon, a large Finnish roleplaying convention, Emily Care Boss coined the term bleed to refer to emotional transference that sometimes happened to players of roleplaying games. Bleed describes an effect where emotions and attitudes experienced while roleplaying a character continue on after the roleplaying session was over, or the other way around, where a player brings their own feelings into the character they are embodying. For example, a player would roleplay a romance with another player's character, and then develop feelings for said player after the game was over. Bleed can create powerful effects in a roleplaying session, both positive and negative, which has resulted in the development of various best practices and safety tools that analogue game designers can draw upon, and roleplaying games frequently have mechanics designed around inducing and maximizing particular types of bleed in their players. Bleed mechanics lend themselves particularly well to exploring queer and otherwise marginalized identities, generating empathy, and exploring acts of political resistance. They are a powerful tool in the analogue game designers’ toolbox. Digital games make comparatively far less use of bleed in their designs than analogue games—the concept of bleed is not well-known among digital game designers. Consequently, there is little guidance for designing digital bleed mechanics, and insufficient safety tools with which to do so. With how powerful these effects can be, the knowledge and tools gaps for digital games needs addressing. This research project will create primarily digital narrative games that are explicitly designed to invoke bleed, and seeks to provide designers with new frameworks and safety tools to create bleed effects for digital games. Games will be created with varying themes and approaches regarding identity and storytelling to explore how, in particular, narrative design influences bleed in digital games.
This is a doctoral research project on the Professional Doctorate Arts + Creative pilot scheme. The project studies design and safety tools around 'bleed', a term used in roleplaying game spaces to describe emotions from a roleplaying session affecting the player outside of the game (and viceversa). Bleed design will be applied to the production of digital narrative games.