In the interest of full disclosure, I feel like this one got 3.5 stars, rounded up to four. There are parts of it I really liked, parts I only liked, and parts I found tiresome.
Daniel Mackay is a Performance Arts scholar and that's how he approaches his study of Fantasy RPGs. Like every other book I've read on the subject thus far, he sticks pretty solidly to D&D, which is a shame, but leaves room for other scholarship (mine, for instance!).
Of great interest to me is the notion of the "fictive block." TRPG players produce their characters in field conditions: we cobble together numbers, possibly write up endlessly complicated histories, and dream up different elements of their character, but the manifestation of all that happens in real time around a table. A lot of the character, probably even most, is created from our storehouse of narrative possibility - every dramatic moment we've experienced, read, or seen stripped of its context and present as a "X reacts to Y" formulation. These "strips" of narrative action are then placed, line by line, into the living history of the character, like sentences glued down in a cut-and-paste paper that grows into a story. Since most of us have never actually faced a dragon or summoned Great Cthulhu, we used that storehouse of experience to try and create a relatable moment. Sometimes we produce something that, even as it is a reworking, feels new and fresh. Sometimes, we're just producing a TV Tropes page.
One idea I found engaging, but disagreed with in the end was his view of the aesthetic object produced by a TRPG campaign. Mackay states that the aesthetic object of a campaign really only exists in the aftermath, because the moment of the game itself is filled with frame-switching from In-Character to Out-of-Character to Far-Away-from-Character-discussions-of-the-pizza order. I get where he's coming from in viewing it as a performance. As a rhetorician, however, there is still meaning in the discourse itself, and that meaning can be analyzed aesthetically. Very often it is the choices we make in the moment, and how we attempt to resolve the exigencies that brought us to play and brought our characters to crisis, that are where meaning happens.
What I found tiresome was the endless critique of commercial culture. Spare me one more diatribe about the banality of modern consumerism. Consumerism is about wants and their lack of fulfillment - guess what, so is drama! It is certainly conceivable that a great TRPG session could end up producing spiritually moving art, but I suspect that's the rare bird, indeed. Most of the time, we're there to have a fun social experience, and there's nothing wrong with that. How our more pedestrian goals mingle with the (sometimes) more high-minded ideals and ambitions of our characters is the sort of alchemy that explains a lot of where the rhetorical exigencies live and how we resolve them at the table. Dismissing them in the name of art puts on, to my mind, blinders half a shade too narrow.
High marks for being a non social science study of TRPGs, and therefore less likely to indulge in soft-science psychoanalysis of gamers, and one of the better reads if you want a good argument on why In-Character utterances are empowering to the game experience. If you can wade through the gnashing of teeth over science and capitalism, it's definitely worth a read.