Inclusivity and diversity in ‘Actual Play’: Studying The Adventure Zone

Author:

Stanton Ryan1ORCID,Johnson Mark R.1ORCID

Affiliation:

1. ISNI: 000000041936834X University of Sydney

Abstract

‘Actual Play’ is a growing form of play spectatorship which involves the recording and broadcast of tabletop gaming sessions. It has spawned bestselling comics, live shows and television adaptations. Unlike ‘Let’s Play’ videos on YouTube or game livestreaming on platforms like Twitch, there has been little in the way of critical analysis of this new media form. This article therefore aims to understand its audience(s) through qualitative and quantitative content analysis of survey responses from the fan communities of one of the most popular Actual Play shows, The Adventure Zone. We focus on the relationship between Actual Play’s attempts at creating more accessible and inclusive media that welcome all types of people and the more exclusionary, highly gendered aspects of the broader gaming community. These enquiries also serve as a case study for Actual Play as a less-examined area of both play spectatorship and gaming content creation, and points towards potential future study in these areas. This article analyses Actual Play podcast The Adventure Zone to highlight the under-explored dynamics of fan audiences in this area of gaming content creation. Topics covered include audience reception of the creators, engagement with issues of diversity and Actual Play as a tabletop roleplaying game gateway.

Publisher

Intellect

Reference73 articles.

1. Alarcon, Daniel Ryan (2017), ‘The Adventure Zone proves listening to criticism is the way to improve representation, not avoiding it’, The Mary Sue, 4 October, https://www.themarysue.com/adventure-zone-representation/. Accessed 2 June 2022.

2. Avery-Weir, Gregory (2019), ‘Actual Play does not portray actual play, actually’, Ludus Novus, 26 January, https://ludusnovus.net/2019/01/26/actual-play-podcasts-do-not-portray-actual-play-actually/. Accessed 2 June 2022.

3. Buchanan, Kyle (2019), ‘Gaming for social change with Critical Role and Dungeons & Dragons’, PopMatters, 19 November, http://ezproxy.library.usyd.edu.au/login?url=https://search-proquest-com.ezproxy1.library.usyd.edu.au/docview/2315940060?accountid=14757. Accessed 2 June 2022.

4. The eSports Trojan horse: Twitch and streaming futures;Journal for Virtual Worlds Research,2015

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