1. Introduction
Role-playing game research increasingly produces complex multimedia and multimodal evidence, yet the field lacks stable infrastructures for organizing, comparing, retrieving, and reusing that evidence. A single tabletop role-playing game (TTRPG) session may generate speech, gesture, character sheets, maps, rules references, dice outcomes, platform commands, audiovisual recordings, chat logs, digital assets, session notes, and retrospective narratives. These materials are not secondary traces of play. They participate in how play is produced, remembered, interpreted, and reused across sessions, campaigns, platforms, and research contexts. The central problem is that the richness of TTRPG-derived data has outpaced the field’s methodological infrastructure.
This article uses role-playing games (RPGs) as an umbrella term for structured ludonarrative practices in which participants enact fictional roles through rules, narration, interaction, and shared interpretation. This broad category includes tabletop role-playing games (TTRPGs), live-action role-playing games (LARPs), actual play, virtual tabletop (VTT) environments, computer role-playing games (CRPGs), massively multiplayer online role-playing games (MMORPGs), and hybrid role-playing practices that combine in-person and remote participation (Jones 2021; Hope 2017; Boyd and Hejná 2025). However, the primary object of this review is not RPGs in general. The review focuses on TTRPG-derived data, with particular attention to long-term campaigns, because these practices generate persistent, heterogeneous, and analytically demanding records of collaborative play.
TTRPGs are defined here as structured, collaborative role-playing practices in which participants generate fictional events through character action, rule interpretation, shared narration, and human adjudication. This definition distinguishes TTRPGs from adjacent forms while recognizing that their analytical problems often overlap. LARP emphasizes embodied performance and situated interaction within a shared diegetic frame (Gade et al. 2003, 56–64). CRPGs and MMORPGs implement role-playing conventions through computational systems. Actual play transforms play into mediated performance for external audiences. VTTs and hybrid formats introduce platform-mediated traces, including commands, chat logs, tokens, maps, and audiovisual records. These distinctions matter because each form produces different data types, yet methods and concepts often circulate across them without stable semantic alignment.
The need for this distinction is visible in work on controlled vocabularies and role-playing game classification. Smith (2024) shows that existing vocabularies often fail to distinguish TTRPGs from board games, CRPGs, and works about role-playing games. This problem is not merely bibliographic. When terms such as “role-playing game,” “campaign,” “scenario,” “world,” “mechanic,” or “player” shift across domains, researchers may lose clarity about what data are being analyzed, which methods are transferable, and what forms of infrastructure are required. Similar distinctions structure major field syntheses, including Role-Playing Game Studies: A Transmedia Approach (Zagal and Deterding 2018) and The Routledge Handbook of Role-Playing Game Studies (Zagal and Deterding 2024), where tabletop, live-action, digital, and transmedia forms are treated as related but analytically distinct.
This problem can be described as a double ontological problem. First, the same object of study may appear under several names. A researcher looking for tabletop role-playing games may encounter “role-playing games,” “tabletop roleplaying games,” “table-top role-playing games,” “Dungeons & Dragons,” “Dungeons and Dragons,” “analog role-playing games,” or other adjacent terms. Second, the same label may refer to different objects across cataloging systems, game communities, computational studies, educational research, therapeutic practice, and platform documentation. In practice, this means that a TTRPG source may become difficult to find not because it is absent, but because it has been classified through a different conceptual frame. A book about TTRPGs in an academic library may be indexed through categories closer to board games, recreational materials, or adjacent game taxonomies rather than as part of role-playing game studies. The problem is therefore not only terminological. It is ontological, infrastructural, and epistemic: what cannot be named consistently cannot be reliably retrieved, compared, or reused.
This article, therefore, treats terminology as a methodological problem. A vocabulary, taxonomy, ontology, or metadata scheme is not the phenomenon itself. It is a representational map that foregrounds some relations while obscuring others (León 2025). Complex role-playing practices require attention to both component elements and larger systems (Scheff 2011; Sacksteder 1991). RPGs make this problem especially acute because the same term may refer to a mechanic, artifact, genre, practice, social relation, digital object, or analytical category, depending on the level of observation. As Gary, Collins, Brata Winardy, and Septiana (2023) suggest, role-playing is polysemic, and its structure varies according to the practice under examination.
Accordingly, this review uses TTRPG as the primary analytical category. LARP, Edu-LARP, actual play, VTTs, CRPGs, MMORPGs, therapeutic role-play, analog role-playing games, and hybrid practices are included only when they contribute transferable data types, analytical procedures, methodological frameworks, or knowledge-organization practices relevant to TTRPG-derived data. The review does not attempt to describe every form of play-derived data in RPG studies. Instead, it asks how play-derived data in TTRPGs, especially long-term campaigns, are organized, analyzed, retrieved, and interpreted.
TTRPGs matter to multimedia research because they generate heterogeneous evidence across narrative, procedural, audiovisual, interactional, material, and platform-dependent layers. Contemporary studies examine TTRPGs as collaborative storytelling systems, pedagogical environments, therapeutic interventions, multimodal communication ecologies, computational narrative environments, and sites of identity negotiation (Bowman 2018). Recent work on large language models, fantasy-domain named entity recognition, structured gameplay datasets, AI-supported Game Masters, knowledge-driven scenario generation, and controlled vocabularies has expanded interest in TTRPGs as both cultural artifacts and computationally tractable systems (Owczarek et al. 2026). These studies show that TTRPGs are not only objects of cultural analysis; they are also testbeds for studying how narrative, interaction, rules, media, and data structures interact.
Despite this growth, the field remains semantically and methodologically fragmented. Existing studies often examine isolated dimensions of play, such as narrative structure, player experience, computational assistance, therapeutic intervention, learning outcomes, digital mediation, or cataloging. Fewer studies provide a shared methodological infrastructure for connecting session data, player interaction, knowledge organization, computational analysis, and multimedia evidence. As a result, the same artifact may be interpreted as a ruleset, performance event, learning artifact, computational state, social interaction, audiovisual record, platform trace, or bibliographic object, depending on the research tradition. This instability complicates discoverability, metadata alignment, corpus comparison, computational analysis, and long-term preservation.
The problem becomes more visible when computational methods are introduced. Grounded gameplay datasets suggest that narrative interpretation improves when systems use stable contextual representations. Fantasy-domain natural language processing shows that general-purpose models struggle with domain-specific entities unless supported by specialized annotation and semantic adaptation. Knowledge-driven generation systems depend on structured representations to maintain coherence across narrative and procedural layers. Multimodal educational studies require infrastructures that can connect transcripts, journals, interviews, audiovisual recordings, gameplay logs, and observational data. Together, these studies indicate a common limitation: TTRPG research lacks interoperable semantic infrastructure capable of preserving both computational consistency and interpretive flexibility.
This study responds to that limitation through a scoping review of computational, multimodal, multimedia, and knowledge-organization approaches used to analyze TTRPG-derived data. The central research question is: What methods, techniques, infrastructures, and semantic frameworks are currently used to organize, analyze, retrieve, and interpret play-derived data in TTRPG research? The review follows PRISMA-informed transparency practices, uses SPIDER to specify the phenomenon of interest, evidence type, design logic, and research scope, and synthesizes a final corpus of 35 sources through extraction, research-question alignment, corpus distribution analysis, and keyword co-occurrence mapping. The protocol was registered through the Open Science Framework (OSF) to support traceability and procedural transparency.
The contribution of this article is methodological and infrastructural. Rather than claiming that TTRPGs have not been studied, we argue that existing studies remain distributed across fields that do not yet share a common methodological vocabulary for Multimedia Play Data. We define Multimedia Play Data as the layered, situated, collaborative, and technically mediated evidence generated through role-playing activity. This operational definition includes speech, audiovisual media, rules artifacts, character materials, platform traces, structured game states, annotations, metadata, and retrospective documentation. The review shows that these data are increasingly analyzed through qualitative, computational, multimodal, and knowledge-organization methods, but that these methods remain weakly coordinated across vocabularies, data models, and formalization practices.
To address this gap, the paper proposes a Polyvocal Semantic Infrastructure (PSI). We define PSI as a provenance-aware knowledge-organization framework that coordinates multiple vocabularies, interpretive strata, and semantic mappings without reducing them to a single authoritative ontology. PSI is designed to preserve plurality while enabling retrieval, comparison, reuse, and AI-assisted analysis across heterogeneous forms of TTRPG-derived Multimedia Play Data.
The PSI is operationalized through a semantic atlas and a scope ladder. The semantic atlas coordinates heterogeneous vocabularies, interpretive strata, provenance records, and semantic mappings. The scope ladder organizes concepts by provenance, authority, and visibility across review-scoped vocabularies, group-scoped vocabularies, source-paper vocabularies, and external named vocabularies or authority systems. The purpose is not to impose a universal ontology of role-playing games. Instead, the PSI preserves interpretive plurality while supporting comparison, retrieval, provenance tracking, reuse, and future AI-assisted analysis.
This contribution has three dimensions. Theoretically, the paper reframes TTRPG-derived data as Multimedia Play Data that connect narrative, interaction, material artifacts, platform traces, audiovisual evidence, and retrospective interpretation. Methodologically, it synthesizes how existing studies extract, classify, formalize, normalize, and interpret play-derived evidence. Practically, it identifies requirements for semantic infrastructures that can support future work in TTRPG studies, AI-assisted analysis, digital humanities, game studies, multimedia research, and knowledge organization.
A central operation in this framework is the transformation of metadata into data. Descriptions, classifications, provenance records, semantic mappings, normalization decisions, and interpretive levels are not treated as secondary administrative information. They are treated as evidence for analysis because they show how different communities define, organize, relate, retrieve, and reuse role-playing knowledge. This shift is especially important for multimedia research, where the interpretive value of complex evidence depends on how its contexts, relations, transformations, and provenance are documented.
The remainder of the article is organized as follows.
Section 2 reviews related work on TTRPG studies, computational tools, multimodal analysis, player experience, and knowledge organization.
Section 3 presents the conceptual framework that informs the semantic atlas and Polyvocal Semantic Infrastructure.
Section 4 describes the materials and methods, including the review rationale, research question, search strategy, selection process, extraction matrix, reporting approach, and quality appraisal.
Section 5 presents the results across corpus distribution, publication ecosystems, data types, methodological infrastructures, analytical purposes, terminological instability, formalization practices, co-occurrence analysis, and emerging tensions.
Section 6 discusses the implications for multimedia research, TTRPG studies, computational analysis, semantic infrastructure design, and provenance-aware knowledge organization.
Section 7 concludes by outlining the study’s contributions, limitations, and future research directions.