Becoming Breadthrog: Role-playing games, metacognition and the creative writer

All fiction writers work with characters, and many deploy metaphors to describe this relationship: characters may be tools, friends or voices in the writer’s head. These are vivid images but unsuitable for understanding a past writer’s thought process or advising a future writer. This article takes a practical and cognitive approach to the writer-character relationship. We consider a writer’s approach to character as a form of problem-solving and use metacognitive science to understand why a writer chooses a particular level of immersion within a character and how they instinctively or strategically move between different cognitive and emotional frames. While literary and creative writing studies lack the precise language to describe these levels of immersion, a useful parallel exists in game studies. We draw on the sociology of role-playing games to understand and describe the relationship between the creator and the fictional character. Combining insights from game studies and metacognitive psychology, we propose a three-level model of the creative writer’s cognitive relationship with their fictional characters, ranging from full immersion to critical distance. Our model serves two purposes: its specific language can illuminate further studies of character writing and shape targeted interventions to assist creative writers struggling with questions of character.

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TEXT
Published
2024-10-31
DOI
https://doi.org/10.52086/001c.125620
Primary Topic
Educational Games and Gamification
Type
article
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article

Becoming Breadthrog: Role-playing games, metacognition and the creative writer

Helen Marshall, Pierce Wilcox
TEXT
Educational Games and Gamification
article

Becoming Breadthrog: Role-playing games, metacognition and the creative writer

Helen Marshall, Pierce Wilcox
article en

Abstract

All fiction writers work with characters, and many deploy metaphors to describe this relationship: characters may be tools, friends or voices in the writer’s head. These are vivid images but unsuitable for understanding a past writer’s thought process or advising a future writer. This article takes a practical and cognitive approach to the writer-character relationship. We consider a writer’s approach to character as a form of problem-solving and use metacognitive science to understand why a writer chooses a particular level of immersion within a character and how they instinctively or strategically move between different cognitive and emotional frames. While literary and creative writing studies lack the precise language to describe these levels of immersion, a useful parallel exists in game studies. We draw on the sociology of role-playing games to understand and describe the relationship between the creator and the fictional character. Combining insights from game studies and metacognitive psychology, we propose a three-level model of the creative writer’s cognitive relationship with their fictional characters, ranging from full immersion to critical distance. Our model serves two purposes: its specific language can illuminate further studies of character writing and shape targeted interventions to assist creative writers struggling with questions of character.

TEXTVol. 28(2)
The University of Queensland (AU)
Quality Education
Openalex Percentile: Top 75%
Educational Games and Gamification
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