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Undergraduate ThesisÂ
Spring 2020 - Spring 2021
Advised by
Dr. Andrea Henderson, Professor, Department of English
and Dr. Aaron Trammell, Assistant Professor, Department of Informatics
Through the Humanities Honors Program
Funding from the UC Irvine's Undergraduate Research Opportunities Program & the Summer Undergraduate Research Program
Over the last two decades, Dungeons & Dragons, a tabletop roleplaying game (TTRPG), transformed from a niche subculture to a mainstream aspect of popular culture. [1] Tabletop gamers now utilize new media to create âactual playâ experiences, in which a group of people play TTRPGs for an audience. In traditional tabletop, Dennis Waskul and Matt Lust propose that role-playing engenders three unique roles within one person, that of the person, the player, and the persona.[2] In this thesis, I propose that actual play TTRPGs necessitate the addition of a fourth role: the performer. Because of the nature of live television and theatre, both the actors and the audience experience the effects of this fourth role, in recorded actual play and live actual play. I will explore how the division of self into four tangible roles reveals in and out of game identity negotiation. Through a case study of one of the most popular actual play shows, Critical Role, this thesis aims to uncover the ways in which a new type of mediaâthe D&D liveshowâboth performs and inspires new conceptions of personhood for players and viewers alike. My close reading and case study thus far suggest that play, the medium of D&D itself, engenders social recreation at the table, and therefore outside of the table, due to how closely the game mimics life and how the roles necessitated to play the game reflect real-life social roles. CR, and at large the new genre of the D&D liveshow, gives players, naive and experienced, not only the permission and example, but also the opportunity, to take rules and break them.
Key words: identity, actual play, live-streaming, tabletop roleplay
Publication pending.
[1] Charlie Hall, ââActual playâ RPG experiences like Critical Role, Adventure Zone are having a moment,â Polygon, July 9, 2018, https://www.polygon.com/2018/7/9/17549808/actual-play-critical-role-adventure-zone-kickstarter-graphic-novel.
[2] Dennis Waskul and Matt Lust, âRole-Playing and Playing Roles: The Person, Player, and Persona in Fantasy Role-Playing,â Symbolic Interaction 27, no. 3 (2004): 335. https://doi.org/10.1525/si.2004.27.3.333.
Southern California Writing Centers Association    Â
Winter 2021: Writing Through Change: Bringing Tutors Together Using Creative Writing
As part of the Creative Writing team from UCI, we started a weekly creative writing group amongst our centerâs interested tutors. At SCWCA, we reflected upon how a new cohort of tutors can benefit from creative writing in order to foster a community online, which would usually happen in person.Â
The remote environment of tutoring writing poses a number of challenges for peer tutors, not least of which is the ability to develop a supportive community and strong relationships among tutors. This project documents the founding of a peer tutor creative writing group, and encourages writing centers to foster internal engagement among tutors working remotely in order to encourage a sense of camaraderie and intellectual exchange.
Southern California Writing Centers Association    Â
Winter 2021: Embedded Change: Embedded Physics Tutorials in the Age of COVID-19
Due to COVID-19, the SCWCA annual conference was held as an online tutor showcase. Our team created a Twine (text-based) video game allowing conference attendees to explore the changes and challenges of remote embedded tutoring.
Embedded tutoring has long served as a way for writing centers to increase engagement and outreach, as well as assist writing instructors in promoting effective writing pedagogy. This proposal recognizes the challenges and changes made necessary to embedded tutoring in a remote Physics course, particularly a need to engage with writers as people navigating complex and fraught situations. To communicate this experience, the collaborators proposed a Twine (text-based) video game that allows players to explore the changes and challenges wrought by remote embedded tutoring.Â
Southern California Writing Centers AssociationÂ
Feb. 21, 2019: In(vis)ability in the Writing Center
The SCWCA 2019 conferenceâs theme was In(vis)ability. Who or what is (in)visible and (un)able in, around, and about our centers? To answer this question, and through an interactive and collaborative activity involving smell, touch, sight, sound, and research, our team guided an exploration into how each tutee has something unique to bring not only to the writing process, but also to the tutorial table.