2019/04/10 by Aaron Dant, Dant, Aaron, Philip Feldman +4 · 1 voice · 1 citation
Computer Science · Social Sciences · #Artificial Intelligence in Games #Computers and Society (cs.CY) #Digital Games and Media #Evolutionary Game Theory and Cooperation #FOS: Computer and information sciences #H.5.1 #H.5.3 #I.3.0 #J.4 #K.4.3 #K.8.0 #Social and Information Networks (cs.SI) #cs.CY #cs.SI
paper · pdf · doi:10.48550/arxiv.1904.05216
12 pages, 7 figures, 3 tables
openalex publication_date 2019/04/10 · arxiv published 2019/04/10 · arxiv created 2019/07/09 · arxiv updated 2019/07/10 · openalex created_date 2025/10/10 · openalex updated_date 2026/07/28
Tabletop fantasy role-playing games (TFRPGs) have existed in offline and online contexts for many decades, yet are rarely featured in scientific literature. This paper presents a case study where TFRPGs were used to generate and collect data for maps of belief environments using fiction co-created by multiple small groups of online tabletop gamers. The affordances of TFRPGs allowed us to collect repeatable, targeted data in online field conditions. These data not only included terms that allowed us to build our maps, but also to explore nuanced ethical problems from a situated, collaborative perspective.