COMM5 Instructor Manual Chapter 10
Dungeons & Dragons, the first modern role-playing game of its kind (Williams,
Hendricks, & Winkler, 2006), is typically played among a group of friends at a table, without
a computer. A Dungeon Master narrates and creates rules for a fantasy story, and people at
the table act as the story’s characters. Together, the players work to defeat monsters, find
treasure, gain experience, and face other challenges. One of the creators of Dungeons &
Dragons, Gary Gygax, said in a 2006 telephone interview, “The essence of a role-playing
game is that it is a group, cooperative experience. There is no winning or losing”.
Newsweek’s Patrick Enright remembers his own Dungeons & Dragons experiences as a boy:
If you suddenly wanted to attack your traveling companions with a
broadsword or a Finger of Death spell, there was nothing stopping you. The
amazing thing is how rarely that happened. Unless the neighborhood bully
joined in (and almost never did those tanned, skinned-kneed fellas venture
into our dank lairs), we all helped each other and together defeated whatever
dragon or monster we were battling. Yes, I’ll say it: Dungeons & Dragons
taught me everything I need to know about teamwork.
Dungeons & Dragon inspired World of Warcraft, a popular MMORPG (massively
multiplayer online role-playing game). World of Warcraft differs from Dungeons & Dragons
in that it is played online, and the game, instead of a human Dungeon Master, regulates the
story and the rules. To significantly advance in the game, players must still work with others
to defeat monsters, find treasure, and gain experience, but they communicate with one
another using text or voice chat programs.
In a Business Week Online article, researcher John Seely Brown and business consultant
John Hagel argue that many aspects of World of Warcraft encourage group problem-solving
and can even be applied as innovative workplace strategies. These aspects include
• Creating opportunities for teams to self-organize around challenging performance
targets.
• Providing opportunities to develop tacit knowledge without neglecting the exchange
of broader knowledge.
• Encouraging frequent and rigorous performance feedback.
But beyond the application to real-life situations, many fans of role-playing find that the
complexities of group problem-solving make things more interesting and more exciting. In
The Escapist, an online magazine about video games, Ray Huling writes of Dungeons &
Dragons, “Players can mitigate the chaos inherent in a game’s dice by agreeing to ignore
rolls, but they can also intensify chaos by pissing off (or on!) huge barbarians. The group
decides whether encouraging mischief-makers adds to the game.” He adds, “Group
dynamics produce unforeseen complications, which often maximize fun.”
Sources:
Ebeling, R. (2008, March 6). So long, Dungeon Master. Newsweek. Retrieved from
http://www.newsweek.com/id/119782; Huling, R. (2008, May 27). “Dungeons & Dragons”
owns the future. The Escapist. Retrieved from
http://www.escapistmagazine.com/articles/view/issues/issue_151/4931-Dungeons-
Dragons-Owns-the-Future.2; Newman, H. (2007). “World of Warcraft” players: Let’s slay
together. Detroit Free Press. Retrieved from InfoTrac; Schiesel, S. (2008, March 5). Gary
Gygax, Game pioneer, dies at 69. New York Times. Retrieved from
http://www.nytimes.com/2008/03/05/arts/05gygax.html; Seely Brown, J., & Hagel, J.
(2009). How “World of Warcraft” promotes innovation. Business Week Online. Retrieved
from Infotrac; Williams, J. P., Hendricks, S. Q., & Winkler, W. K. (Eds.). (2006). Gaming as
culture: Essays on reality, identity and experience in fantasy games. Jefferson, NC: