Dungeons and Dragons: A Cultural Phenomenon contributing to the Reception of Old Norse Tales

International audience Playing a dwarf, an elf, a berserker barbarian, or fighting wargs, frost giants and trolls, are among the many situations where direct or indirect references to Old Norse literature may be expressed during a game session of Dungeons and Dragons. This game is considered as one...

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Main Author: Di Filippo, Laurent
Other Authors: Centre de Recherche sur les Médiations (Crem), Université de Lorraine (UL), The Árni Magnússon Institute for Icelandic Studies, University of Iceland Centre for Medieval Studies
Format: Conference Object
Language:English
Published: HAL CCSD 2018
Subjects:
Online Access:https://hal.univ-lorraine.fr/hal-01870170
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spelling ftccsdartic:oai:HAL:hal-01870170v1 2023-05-15T16:52:42+02:00 Dungeons and Dragons: A Cultural Phenomenon contributing to the Reception of Old Norse Tales Di Filippo, Laurent Centre de Recherche sur les Médiations (Crem) Université de Lorraine (UL) The Árni Magnússon Institute for Icelandic Studies University of Iceland Centre for Medieval Studies Reykjavík, Iceland 2018-08-12 https://hal.univ-lorraine.fr/hal-01870170 en eng HAL CCSD hal-01870170 https://hal.univ-lorraine.fr/hal-01870170 17th International Saga Conference. Islendigasögur https://hal.univ-lorraine.fr/hal-01870170 17th International Saga Conference. Islendigasögur, The Árni Magnússon Institute for Icelandic Studies; University of Iceland Centre for Medieval Studies, Aug 2018, Reykjavík, Iceland https://sagaconference2018.hi.is/ ETUDES-NORDIQUES [SHS.INFO]Humanities and Social Sciences/Library and information sciences info:eu-repo/semantics/conferenceObject Conference papers 2018 ftccsdartic 2021-05-22T23:10:02Z International audience Playing a dwarf, an elf, a berserker barbarian, or fighting wargs, frost giants and trolls, are among the many situations where direct or indirect references to Old Norse literature may be expressed during a game session of Dungeons and Dragons. This game is considered as one of the very first tabletop role playing games (Fine, 1983; Ewalt, 2013). This paper offers to analyse how references to Old Norse tales (sagas and Eddas) appear in productions of the cultural industries and echoes research about mythical and religious elements in contemporary games (Bainbridge, 2013). In order to show the relevance of Dungeons and Dragons as a case study to understand contemporary reception of Old Norse traditions, I will develop a cultural approach using anthropology and communication sciences (Di Filippo, 2016). In the first part, I will show how Dungeons and Dragons borrows elements from Old Norse literature among other cultural traditions. Such elements can be more or less explicit references, whether if they derive from intermediary works such as fantasy literature written by J. R. R. Tolkien (Simek, 2005), Robert E. Howard and other writers, or if they try to offer a mise en scene of medieval Scandinavia, within accessories such as Legends and Lore and Historical references — Vikings. This first section will allow to understand how the meaning and the form of traditional elements have evolved in a process that the philosopher Hans Blumenberg (1979) has called “Work on myth” (see also Di Filippo, 2016). In the second part, I will address the question of the cultural impact and influences that Dungeons and dragons has had until nowadays and how it has contributed to the spreading of Old Norse references. The famous table top role playing game indeed has a huge influence on nowadays culture: in literature, movies, TV shows, and several kinds of games : videogames, card games or other type of tabletop games (Barton, 2008). D&D can therefore be considered as a cultural crossroad regarding Old ... Conference Object Iceland Reykjavík Reykjavík Archive ouverte HAL (Hyper Article en Ligne, CCSD - Centre pour la Communication Scientifique Directe) Barton ENVELOPE(-58.733,-58.733,-62.233,-62.233) Reykjavík Table Top ENVELOPE(69.167,69.167,-48.967,-48.967)
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[SHS.INFO]Humanities and Social Sciences/Library and information sciences
spellingShingle ETUDES-NORDIQUES
[SHS.INFO]Humanities and Social Sciences/Library and information sciences
Di Filippo, Laurent
Dungeons and Dragons: A Cultural Phenomenon contributing to the Reception of Old Norse Tales
topic_facet ETUDES-NORDIQUES
[SHS.INFO]Humanities and Social Sciences/Library and information sciences
description International audience Playing a dwarf, an elf, a berserker barbarian, or fighting wargs, frost giants and trolls, are among the many situations where direct or indirect references to Old Norse literature may be expressed during a game session of Dungeons and Dragons. This game is considered as one of the very first tabletop role playing games (Fine, 1983; Ewalt, 2013). This paper offers to analyse how references to Old Norse tales (sagas and Eddas) appear in productions of the cultural industries and echoes research about mythical and religious elements in contemporary games (Bainbridge, 2013). In order to show the relevance of Dungeons and Dragons as a case study to understand contemporary reception of Old Norse traditions, I will develop a cultural approach using anthropology and communication sciences (Di Filippo, 2016). In the first part, I will show how Dungeons and Dragons borrows elements from Old Norse literature among other cultural traditions. Such elements can be more or less explicit references, whether if they derive from intermediary works such as fantasy literature written by J. R. R. Tolkien (Simek, 2005), Robert E. Howard and other writers, or if they try to offer a mise en scene of medieval Scandinavia, within accessories such as Legends and Lore and Historical references — Vikings. This first section will allow to understand how the meaning and the form of traditional elements have evolved in a process that the philosopher Hans Blumenberg (1979) has called “Work on myth” (see also Di Filippo, 2016). In the second part, I will address the question of the cultural impact and influences that Dungeons and dragons has had until nowadays and how it has contributed to the spreading of Old Norse references. The famous table top role playing game indeed has a huge influence on nowadays culture: in literature, movies, TV shows, and several kinds of games : videogames, card games or other type of tabletop games (Barton, 2008). D&D can therefore be considered as a cultural crossroad regarding Old ...
author2 Centre de Recherche sur les Médiations (Crem)
Université de Lorraine (UL)
The Árni Magnússon Institute for Icelandic Studies
University of Iceland Centre for Medieval Studies
format Conference Object
author Di Filippo, Laurent
author_facet Di Filippo, Laurent
author_sort Di Filippo, Laurent
title Dungeons and Dragons: A Cultural Phenomenon contributing to the Reception of Old Norse Tales
title_short Dungeons and Dragons: A Cultural Phenomenon contributing to the Reception of Old Norse Tales
title_full Dungeons and Dragons: A Cultural Phenomenon contributing to the Reception of Old Norse Tales
title_fullStr Dungeons and Dragons: A Cultural Phenomenon contributing to the Reception of Old Norse Tales
title_full_unstemmed Dungeons and Dragons: A Cultural Phenomenon contributing to the Reception of Old Norse Tales
title_sort dungeons and dragons: a cultural phenomenon contributing to the reception of old norse tales
publisher HAL CCSD
publishDate 2018
url https://hal.univ-lorraine.fr/hal-01870170
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op_source 17th International Saga Conference. Islendigasögur
https://hal.univ-lorraine.fr/hal-01870170
17th International Saga Conference. Islendigasögur, The Árni Magnússon Institute for Icelandic Studies; University of Iceland Centre for Medieval Studies, Aug 2018, Reykjavík, Iceland
https://sagaconference2018.hi.is/
op_relation hal-01870170
https://hal.univ-lorraine.fr/hal-01870170
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