Draft outline for book about online RP as theater

Currently I see the following as the chapter structure for the book about online RP as theater:

  1. Introduction
  2. Descriptions of role-playing and virtual worlds
  3. Online role-playing and its homologies with social ontology
  4. Embodied collective reflexivity
  5. Reflexivity and theater
  6. Problems posed by RP genres that break the usual rules (e.g., erotic RP, Gor)
  7. Issues connected with the history of communication practices
  8. Conclusion

Chapters 3, 4 and 5 derive mainly from previously published material.

I am mulling over the problem of audience: to some extent I want the book to be accessible not only to other scholarly fields, like game studies, which should be fairly easy, but possibly also to the general public.

“Big History” published

I’d like to announce the publication of “Big History,” my contribution to Theatre, Performance and Change, ed. Stephani Etheridge Woodson and Tamara Underiner (London: Palgrave Macmillan, 2018): 261-69.  The essay critiques the postmodernist opposition to taking the long view of historical development as “grand narratives.” Instead, we need large understandings of history, not just in terms of length of time but also in terms of the depth and complexity of social structures.

“Online Role-playing Games and the Definition of Theatre” now published

“Online Role-playing Games and the Definition of Theatre” has been published by New Theatre Quarterly (Vol. 33, issue 4,  pp. 345-359). The abstract reads:

Online role-playing games are a form of entertainment in which players create characters and improvisationally perform scenes together within a digital virtual world. It has many theatre-like aspects, which raises the question of whether it is in fact a form of theatre. To answer that question, however, one must first have a definition of theatre – an issue with disciplinary consequences – and in this article Tobin Nellhaus develops a definition founded on social ontology, suggesting that theatrical performance, unlike other social practices, replicates society’s ontology. From that perspective, online role-playing meets the definition of theatre. But its digital environment raises another set of problems, since embodiment, space, and presence in online role-playing are necessarily unlike what we experience in traditional theatre. Here, Nellhaus brings these three aspects of performance together through the concept of embodied social presence, showing how they operate in both customary theatre and online role-playing.

If you have journal access, you can download the published version here: https://doi.org/10.1017/S0266464X17000483. The article is currently available only in print; a PDF version will be released in a year.  In the meantime you can download the original manuscript from the Publications and Drafts page.  There are some small differences between the original manuscript and the published version.

Online Role-playing Games and the Definition of Theatre

I suppressed posts with links to drafts of my article “Online Role-playing Games and the Definition of Theatre” in order to avoid discovery and thus author identification while it was under review at Theatre Journal. However, the editors didn’t understand the idea of addressing online role-playing specifically (that is, as something distinct from other types of computer-based and/or online activities), that theater could and in my view should be distinguished from other things called “performance,” and that the purpose of the article was to use online role-playing as an intriguing activity that raises interesting questions about how to define theater. So for the time being I am making the version I submitted available through the link above.