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Narrative Crossroads

A methodology for literary character analysis using tabletop roleplaying game mechanics

Annotated Bibliography

Key sources informing Narrative Crossroads, organized by theme.


Foundational Theory

Huizinga, J. (1938). Homo Ludens: A Study of the Play-Element in Culture

The foundational text for understanding play as a cultural and cognitive phenomenon. Introduces the magic circle concept — the bounded space where play occurs under its own rules. Essential for understanding why roleplay creates safe spaces for intellectual risk-taking.

Piaget, J. (1952). The Origins of Intelligence in Children

Establishes the constructivist framework: learning as active knowledge construction through assimilation, accommodation, and equilibration. Explains why hands-on engagement with character decisions creates deeper learning than passive analysis.

Vygotsky, L. (1978). Mind in Society: The Development of Higher Psychological Processes

Introduces the Zone of Proximal Development and the role of scaffolding in learning. The collaborative nature of TTRPG-based analysis aligns with Vygotsky’s emphasis on social learning.


Gaming Literacy

Zimmerman, E. (2007). Gaming literacy: Game design as a model for literacy in the twenty-first century. Harvard Interactive Media Review, 1(1), 30-35.

Proposes systems thinking, play, and design as core literacies for the 21st century. Influential for framing games as literacy environments rather than mere entertainment.

Zagal, J. P. (2008). A framework for games literacy and understanding games. Proceedings of the 2008 Conference on Future Play, 33-40.

Develops a multi-frame model of gaming literacy. The Narrative Crossroads three-frame model (mechanical, narrative, social) synthesizes Zagal’s framework with Zimmerman’s.


TTRPGs in Education

Cook, M. P., Gremo, M., & Morgan, R. (2017). Exploring content area literacy using a tabletop roleplaying game. Voices from the Middle, 24(4), 44-49.

Documents classroom implementation of TTRPGs for literacy instruction. Key finding: TTRPGs create authentic contexts for vocabulary use and close reading.

Cook, M. P., Gremo, M., & Morgan, R. (2017). Playing around with literature: Tabletop roleplaying games in middle school ELA. Voices from the Middle, 24(3), 62-69.

Companion piece focusing on ELA applications. Provides practical implementation framework that influenced Narrative Crossroads design.

Kaylor, B. (2017). Reading, writing, and role-playing: A qualitative study of tabletop roleplaying’s influence on literacy (Doctoral dissertation, University of South Carolina).

Interview-based study with adult TTRPG players examining perceived literacy impacts. Finds strong self-reported connections between gaming and reading/writing development.

Glazer, E. (2015). Playing with literature: Designing a tabletop roleplaying game for American literature. The English Journal, 105(2), 128-133.

Documents using student-designed TTRPGs based on canonical texts. Students reading Beowulf and Fahrenheit 451 created games, demonstrating transfer between game design and literary analysis.

Hergenrader, T. (2011). The use of collaborative fiction in the writing classroom. Creative Writing Studies, 1(1), 37-52. (As cited in Kaylor, 2017)

Semester-long study using TTRPGs in college writing courses. Found “extraordinary enthusiasm” and improved character portrayal in student writing.


Multilingual Learners

Krashen, S. (1982). Principles and Practice in Second Language Acquisition

Establishes the input hypothesis (i+1) and affective filter hypothesis. Theoretical foundation for understanding why TTRPGs support language acquisition in low-anxiety contexts.

Quijano-Cruz, J. (2007). Playing at language: ESL and tabletop roleplaying games. (As cited in Cook et al., 2017)

Directly addresses TTRPGs in ESL contexts. Found games “encourage language development” through authentic communication needs.


Narrative and Literacy

Green, M. C., & Brock, T. C. (2000). The role of transportation in the persuasiveness of public narratives. Journal of Personality and Social Psychology, 79(5), 701-721.

Introduces narrative transportation — deep cognitive investment in story worlds. Explains the cognitive engagement TTRPGs create through character embodiment.

Ong, W. J. (1982). Orality and Literacy: The Technologizing of the Word

Examines the relationship between oral and written traditions. Relevant for understanding TTRPGs as a hybrid oral/literate form with implications for narrative competence.


Practitioner Resources

Munro, G., & Cullinan, M. (2025). Adventures in Learning & Teaching: Designing Roleplaying Game Resources, Essays, and Encounters. TabletopEDU Inc.

Comprehensive practitioner guide from the TabletopEDU organization. Covers theory, implementation, and provides sample modules. Excellent companion to Narrative Crossroads for educators new to TTRPG pedagogy.

Cullinan, M., & Genova, L. (2023). Designing learning experiences with TTRPGs: A conceptual framework. Tabletop Education Journal, 1(1).

Presents a matrix aligning game elements with educational objectives. Useful for systematic design of TTRPG-based instruction.


To Add

[Additional sources to be incorporated]