Engagement through Digital Role-Playing Game Participatory Cultures
In this paper, I explore three recent computer-based role-playing games (RPGs), and I discuss how each RPG creates or intersects with a participatory culture, as defined by Henry Jenkins, in his 2006 report, Confronting the Challenges of Participatory Culture: Education for the 21st century. Through participation, players of these games experience increased engagement with the material related to the imaginative worlds these games create. I discuss how each participatory culture is defined, and how its participants are invited to engage within its affinity space. Finally, I discuss how traditional classrooms may be improved and transformed through play in these virtual spaces.