2019
DOI: 10.1177/1555412019850059
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The Ludic Bestiary: Misogynistic Tropes of Female Monstrosity in Dungeons & Dragons

Abstract: This article introduces the concept of the ludic bestiary, a game mechanic that the authors argue produces abject bodies. Using the “hag” in Dungeons & Dragons as a case study, the authors demonstrate how the game’s bestiary, the Monster Manual, functions as a tool of patriarchal control by defining, categorizing, and classifying the body of the female other as evil, abject, and monstrous. Importantly, the ludic bestiary not only exists as a core rulebook in Dungeons & Dragons but has also been remedia… Show more

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Cited by 26 publications
(21 citation statements)
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“…This article expands existing research on topics related to analog gamer masculinity and interpretations of misogyny that exist in the tabletop role-playing world, while also noting discussions of discourses in TRPGs (Cover, 2014;Martin et al, 2015;Stang & Trammell, 2020;Trammell, 2018b). The sidelining of women discussed herein, I argue, was not historically done as a purposeful attempt to create or reinforce a circumstance of "no girls allowed."…”
Section: Introductionmentioning
confidence: 83%
“…This article expands existing research on topics related to analog gamer masculinity and interpretations of misogyny that exist in the tabletop role-playing world, while also noting discussions of discourses in TRPGs (Cover, 2014;Martin et al, 2015;Stang & Trammell, 2020;Trammell, 2018b). The sidelining of women discussed herein, I argue, was not historically done as a purposeful attempt to create or reinforce a circumstance of "no girls allowed."…”
Section: Introductionmentioning
confidence: 83%
“…A review of contemporary D&D literature shows attention toward areas such as D&D's immersive experiences (Mizer, 2019;Wouters, Rogerson, & Hu, 2021), critical consideration of the game's present inclusivity (e.g., Cote, 2020, pp. 190-197;Jones, 2018;Jones & Pobuda, 2020;Stang & Trammell, 2019;Stokes, 2017;Trammell, 2014), and comprehensive historical documentation of the game (Peterson, 2012(Peterson, , 2018(Peterson, , 2020(Peterson, , 2021. Research has also covered D&D's rulesets and structures (Dashiell, 2017(Dashiell, , 2018, related media representations and modern resurgence (Chalk 2018;Sidhu & Carter, 2020a, 2020bStanton & Johnson, 2021), and influence of the game on digital successors (LaLone, 2019;Voorhees, Call, & Whitlock, 2012;Zagal & Deterding, 2018).…”
Section: Dungeons and Dragonsmentioning
confidence: 99%
“…Academic literature on the experiences of play in D&D are relatively sparse, with a significant body of the literature focusing on the content and contextual elements of D&D, such as representations of race and gender [13,14]. However, research examining the social aspects of play exist which support aspects of Fine's early work, including how D&D helps fulfill players' social needs [15], similar to how small guilds in MMORPGs such as World of Warcraft function as a platform to maintain social relationships between friends and family [16].…”
Section: Introductionmentioning
confidence: 99%