| Literature DB >> 35295391 |
Rohan Kapitany1,2, Tomas Hampejs3, Thalia R Goldstein4.
Abstract
Imaginative pretend play is often thought of as the domain of young children, yet adults regularly engage in elaborated, fantastical, social-mediated pretend play. We describe imaginative play in adults via the term "pretensive shared reality;" Shared Pretensive Reality describes the ability of a group of individuals to employ a range of higher-order cognitive functions to explicitly and implicitly share representations of a bounded fictional reality in predictable and coherent ways, such that this constructed reality may be explored and invented/embellished with shared intentionality in an ad hoc manner. Pretensive Shared Reality facilitates multiple individual and social outcomes, including generating personal and group-level enjoyment or mirth, the creation or maintenance of social groups, or the safe exploration of individual self-concepts (such as alternative expression of a players sexual or gender identity). Importantly, Pretensive Shared Reality (both within the specific context of table-top role-playing games, and other instances) are primarily co-operative and co-creative. We draw on multiple examples, and focus on Table-Top Role Playing games (TTRPG) - and specifically, the most popular and enduring table-top role-playing games, Dungeons & Dragons (D&D) - as a primary example of such play. Our conception of "pretensive shared reality" links the widespread existence and forms of adult imaginative play to childhood pretense, places it within a developmental and evolutionary context, and argues that pretensive shared realities - which underpin many forms of imaginative culture - are an important topic of study unto themselves, and may be utilized to provide methodological insight into a variety of psychological domains.Entities:
Keywords: Dungeons & Dragons; games; imagination; pretend play; pretense; pretensive shared reality; table-top role playing
Year: 2022 PMID: 35295391 PMCID: PMC8918557 DOI: 10.3389/fpsyg.2022.774085
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Glossary of key terms and acronyms.
| Term | Meaning |
| Player | The humans who are engaging in creation and maintenance of the pretensive shared reality. |
| Player-character | The players’ representative in the pretensive world, constructed according to a set of rules and operated by the player. In principle, while the player knows the mind of the player-character, but player-character must act as if it has without awareness of the mind of the player. |
| Game master (GM) | A unique player within the genre of table-top role-playing games who primarily regulates what is legal within the pretensive shared reality. The GM serves two roles – storyteller and referee. The first is in determining and describing relevant features of the pretensive world that the player-characters inhabit. The second is in determining what actions are consistent with the rules of the table-top role-playing game system. The GM does not operate a player-character, and is not responsible for regulating the actions of [players’] player-characters. A GM may ‘set the scene’, but it is the players who – via their player-characters – “direct the action.” |
| Non-player character (NPC) | A pseudo-player-character operated by the GM. NPC’s are independent from players and characters, but exist to populate the world and enrich it. For example, if player-characters are working for some kind of leader – who is not one of the players’ player-characters – then the GM must create the leader, providing description, dialog and a set of ascribed motives, beliefs, and actions. |
| Table-top role-playing/table-top role-playing games | Table-top role playing/Table-top role playing games. At its core, a table-top role-playing game is a set of rules and mechanisms that allow for coherency within the pretensive shared reality for a small group of players “around a table.” The most famous example is Dungeons and Dragons (D&D), though countless variations and alternatives exist. |
| Pretensive shared reality | Pretensive shared reality describes how a group of individuals employ a range of higher-order cognitive functions to explicitly and implicitly share representations of a bounded fictional reality in predictable and coherent ways, such that this reality may be explored and invented/embellished in an |
| Social utility | Social utility is the purpose for engaging in pretensive shared reality. While the specifics may vary from player to player it may include generating personal and group-level enjoyment or mirth, the creation or maintenance of social groups, or the safe exploration of individual self-concepts (such as alternative expression of a players sexual identity). This term is deliberately broad and should not be regarded as a prescriptive definition, but simply a place-holder term to describe the variety of motives present for engaging with TTRPGs in a social context. Our definition can be abstracted and reduced to the following: Social Utility, under the umbrella of pretensive shared reality and table-top role-playing is normatively co-operative, co-creative, and not interpersonally competitive, and contains a heterogenous set of behaviors that can be dis-aggregated in meaningful ways. |
| Imaginative cultures | The present manuscript is part of a special issue focusing on “imaginative cultures.” We accept the provided definition of the term: Imaginative culture consists in shared and transmissible mental experiences that are aesthetically and emotionally modulated. |
| Physical embodiment, axis of | We define “embodiment” as the degree to which the pretensive shared reality (or imaginative culture) |
| Cognitive engagement, axis of | We define “cognition” as the degree to which the experience |