I presented this at the superfun Generation Analog 2022: Space and Materiality, which turned out to be one of my favourite virtual conference experiences ever–there’s nothing quite like nerds fluent in Discord chatting unstoppably on a channel about games. Every talk I listened to was enthralling and fun and inspired lots of continued thinking.
In this paper, I look at how the material environments of TTRPGs extend beyond the domestic environment of the home game by focusing on the sites of TTRPG studios in Singapore, where players pay a premium to enjoy a D&D experience run by professional game masters (GMs). I focus on material elements of the D&D game that are fuzzier, more permeable, and more atmospheric in nature: light and sound. By drawing together these two areas of analysis, I show how the material environments of TTRPG studios are engineered to quickly position players as fateful agents. This is to broaden and solidify their player base as studios seek to make their businesses viable. It also serves a secondary purpose: to scaffold the experience of tabletop roleplaying games for new players interested in the game in the wake of its popular culture resurgence, especially in the context of play-starved Singapore, where gamers must learn how to play.
The slides can be found here and the talk is publicly available, as below, which really covers only a fraction of my paper.