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Roleplaying video games: a platform for accessing cultural heritage?Musichina, Magdalena January 2021 (has links)
Video games are one of the largest cultural industries in the world and an important part of life for billions of people. This medium offers much more than just entertainment and that is especially true for the field of cultural heritage, although there has not been sufficient research of video games from this perspective. This work sets out to explore the medium of roleplaying video games from the point of view of their players as a key to access and understand cultural heritage, looking into the forms cultural heritage plays in video games, the advantages of engaging with cultural heritage in this way and offering an outlook into its implications regarding its significance for the field of cultural heritage. The core of this thesis is formed by an analysis of a topical survey created by the author that has been completed by 564 players, followed by a discussion of results and other written sources. Using the results of the survey this thesis concludes that roleplaying video games are a valuable asset for cultural heritage. It is an improved (interactive, immersive, captivating) storytelling medium with a great potential for benefiting its users' cultural knowledge and skills, as well as conserving, sustaining, and sharing the value of cultural heritage, and the field should acknowledge it as such and take advantage of it.
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Roll to Save vs. Prejudice: The Phenomenology of Race in Dungeons & DragonsClements, Philip Jameson 08 December 2015 (has links)
No description available.
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Making believe, together: a pilot study of the feasibility and potential therapeutic utility of a family tabletop role-playing gameBreen, Lorna 01 September 2021 (has links)
Interventions for children and their families have traditionally stemmed from two interrelated frameworks: play-based child therapies, and family therapies (Gil, 2015). Integrated family play therapy frameworks aim to capitalize on the strengths of both approaches by combining meaningful engagement of children through play, and systems-level insights into patterns of family functioning and interaction (Gil, 2015). A virtually unexplored avenue for play-based therapeutic applications of role-play that may lend themselves to an integrated family play therapy framework are tabletop role-playing games (TRPGs); cooperative and narrative-based games wherein players adopt the role of fictional characters as they navigate a fantasy setting arbitrated by a game master. Case studies on the use of TRPGs with children and young adults have yielded initial evidence of their potential therapeutic utility (e.g., Blackmon, 1994; Enfield, 2007; Rosselet & Stauffer, 2013), however, research on their application is limited, particularly with families. The current study pilot tested an original TRPG module (“The Family Tabletop Adventure”) for use with families to establish the module’s potential therapeutic utility and identify targets for further refinement. A sample of three family groups (N = 11) were recruited to participate in six weekly online sessions (a 1-hour introductory session, four 1.5- to 2-hour game sessions, and a 1-hour exit interview). A variety of mixed-method measures were used to assess family functioning at baseline and post-game, including observational coding, self-report, and qualitative group interviews. Exploratory analyses of the findings indicated the module’s feasibility of implementation and ease of use, low iatrogenic risk, perceptions by families as fun and engaging, and potential utility across a range of family processes relevant to therapeutic contexts, including communication and problem solving, positive interactions and relationship building, and the generation of novel insights about family members. Family feedback was used to identify several targets for additional refinement of the game module to improve families’ comprehension and engagement with the game. The implications of these findings and their relevance to the use of TRPGs in family intervention contexts are discussed. / Graduate / 2023-08-26
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Uma abordagem CTS das máquinas térmicas na revolução industrial utilizando o RPG como recurso didáticoSabka, Diego Ricardo January 2016 (has links)
O Ensino de Física em um mundo democrático requer mais práticas curriculares que abordem as implicações sociais da Ciência e da Tecnologia (C&T). Buscando articular uma visão marxista com pressupostos do movimento CTS, o presente trabalho de conclusão reporta uma experiência de ensino de máquinas térmicas que apresenta dois diferenciais: (1) situa a máquina térmica no contexto histórico da revolução industrial inglesa; (2) promove um jogo de interpretação de papéis (Roleplaying Game – RPG). A fundamentação teórica está baseada em três fontes principais: o referencial curricular CTS, a teoria do desenvolvimento de Lev Vygotsky1 e a reconstrução histórica de Eric Hobsbawm para a Revolução Industrial. O trabalho foi aplicado em duas turmas da 2ª série do Ensino Médio. Foi elaborado um produto educacional em hipermídia, voltado para professores. Nossos resultados sugerem que a proposta favoreceu que os alunos: (1) percebessem que a máquina térmica, situada em um palco de conflitos sociais, não pode ser compreendida somente como um aparato tecnológico; (2) vivenciassem os conflitos de uma posição social diferente da sua própria (a posição do operário de uma fábrica, por exemplo). / Physics teaching in a democratic world requires more curricular practices addressing social implications of Science and Technology (S&T). Intending to interweave a Marxian stance along with STS ideas, this text reports an experience of teaching thermal machines with two main distinctions: (1) it situates thermal machines in the context of British industrial revolution; (2) it involves a Roleplaying Game (RPG). The theoretical framework is based on three sources: STS curriculum design, Lev Vygotsky’s developmental psychology and Eric Hobsbawm’s account for Industrial Revolution. This experience was enacted twice with high school students. The emerging educational product (directed to other science teachers) was elaborated on hypermedia. The results suggest that this experience favored students’: (1) acknowledging that thermal machine, located in a stage of social conflicts, is not only a technological apparatus; (2) lived the conflicts of a different social position (eg., the role of an industry employee).
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Att lära och utvecklas i fiktiva världar : Rollspel som spelplan för existentiella frågorBergh, Saga Sunniva January 2012 (has links)
Rollspel är en form av sällskapsspel som går ut på att deltagarna tillsammans berättar en historia, som ofta utspelar sig i fiktiva världar och utgår från perspektivet av den enskilda spelarens skapade rollperson. En av deltagarna är spelledare och är den som skildrar spelets miljöer och karaktärer. I studien diskuteras rollspelens identitetsskapande och sociala funktion samt rollspel som kunskaps- och färdighetsfrämjande, med utgångspunkt i tanken att rollspel kan skapa ett intresse för och främja bearbetandet av existentiella frågor. En enkät utdelad till trettio rollspelare samt fem mer djupgående intervjuer av erfarna spelare visar att rollspelsdeltagare genom spelet utforskar och behandlar existentiella frågor, samt att spelare själva rapporterar om rollspelandets positiva inflytande på det individuella och sociala livet samt spelandets kunskaps-, färdighets- och intressefrämjande förmåga.
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The Null Game: feature-specific player enjoyment in massively multiplayer online role playing gamesBouchard, Matthew Unknown Date
No description available.
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The Null Game: feature-specific player enjoyment in massively multiplayer online role playing gamesBouchard, Matthew 06 1900 (has links)
Massively Multiplayer Online Role Playing Games (MMORPGs) are complex and interesting objects of study. They are quite popular among both casual and connoisseur gamers, and they are often played continuously over many years. Despite a reasonable amount of existing research on MMORPGs, no clear explanation has emerged to explain what particular game features encourage so many players to enjoy these games for so long. In this thesis, I contend that the most important elements in the success of an MMORPG are meritocratic play and managed player efficiency (MPE). This contention is proved by examining the existing literature on player enjoyment and game design, surveying popular MMORPGs, and building and testing a simple, browser-based game that implements meritocratic play and managed player efficiency. While existing research and my survey of popular MMORPGS provide good support for the importance of meritocratic play and MPE, participants in my study provided much stronger support by reporting particular enjoyment of game tasks that displayed the clearest meritocratic play and the best opportunities to manage player efficiency.
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RPG Digital e Segurança Pública: uma proposta de aplicação pedagógica para instrução policial militarRibeiro, Josete Bispo 30 March 2016 (has links)
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Tese JOSETE BISPO RIBEIRO.pdf: 1208356 bytes, checksum: 9aea1bbdc5a48aa8bd8070c08b2b5d99 (MD5) / Esta investigação estuda a funcionalidade dos jogos digitais como
instrumentos pedagógicos voltados para promover aprendizagem
colaborativa em segurança pública. Para isso, focalizou a abordagem sobre
os jogos do tipo Role Playing Game (RPG), para construir uma aplicação
pedagógica, numa versão digital, denominada RPG Digital PMBA, voltada
para utilização nos processos instrucionais da Polícia Militar da Bahia (PMBA).
Identificou-se uma representação virtual e operabilidade lógica mais
adequada à apresentação de ocorrências policiais militares, que, face à
perspectiva decisória, promovessem nos profissionais policiais militares
aperfeiçoamento de competências profissionais inerentes ao seu modus
operandi. Este instrumento pedagógico, construído colaborativamente entre
analistas cognitivos e especialistas em segurança pública, foi aplicado para
teste de efetividade com os policiais militares do Batalhão Especializado de
Polícia Turística (BEPTUR), unidade operacional vinculada à PMBA. Por se
tratar de uma pesquisa aplicada, foram realizados experimentos reais,
através de simulações virtuais de ocorrências policiais militares similares, em
conteúdo especifico e narrativas usuais, àquelas encontradas no campo de
atuação natural dos sujeitos da comunidade de prática. Considerando
trata-se de uma investigação sobre tecnologias educativas, utilizou-se da
abordagem metodológica Design Based Research (DBR), como método de
pesquisa e dos pressupostos da Praxiologia, como concepção
epistemológica, tendo em vista a indissociável relação formativa e
instrucional entre o conhecimento teórico e a experiência prática, típica de
profissionais da área de segurança pública. / ABSTRACT This investigation studies the funcionality of digital games how pedagogical
instrument to promove collaborate knowledge in public security. Then, the
focused approach about the games how role playing games (RPG), to build
one pedagogical application, in a digital version, meaning RPG PMBA digital,
to use instructions process of military police of Bahia (PMBA). It identified a
virtual representation and logic operation more appropriate to submit police
reports that, given operative perspective, to promote improvement of
professional competencies inherents to yours. This pedagogical tool built
collaboratively between cognitive analysts and public security experts, was
applied to effectiveness test with militaries polices of special touristic police
group (BEPTUR), operation linked to the PMBA, because it is an applied
research, real experiments were performed through virtual simulations of
similar military police reports, on specific content and the usual narratives,
those found in the natural field of activity of the subjects of the community
practice. Whereas it is a research on educational technology was used the
methodological approach (DBR), as research method and praxeology of
assumptions, such as epistemological conception, in view of the indissoluble
training and institutional relationship between theoretical knowledge and
practical experience, typical public stafety professionals area.
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Uma abordagem CTS das máquinas térmicas na revolução industrial utilizando o RPG como recurso didáticoSabka, Diego Ricardo January 2016 (has links)
O Ensino de Física em um mundo democrático requer mais práticas curriculares que abordem as implicações sociais da Ciência e da Tecnologia (C&T). Buscando articular uma visão marxista com pressupostos do movimento CTS, o presente trabalho de conclusão reporta uma experiência de ensino de máquinas térmicas que apresenta dois diferenciais: (1) situa a máquina térmica no contexto histórico da revolução industrial inglesa; (2) promove um jogo de interpretação de papéis (Roleplaying Game – RPG). A fundamentação teórica está baseada em três fontes principais: o referencial curricular CTS, a teoria do desenvolvimento de Lev Vygotsky1 e a reconstrução histórica de Eric Hobsbawm para a Revolução Industrial. O trabalho foi aplicado em duas turmas da 2ª série do Ensino Médio. Foi elaborado um produto educacional em hipermídia, voltado para professores. Nossos resultados sugerem que a proposta favoreceu que os alunos: (1) percebessem que a máquina térmica, situada em um palco de conflitos sociais, não pode ser compreendida somente como um aparato tecnológico; (2) vivenciassem os conflitos de uma posição social diferente da sua própria (a posição do operário de uma fábrica, por exemplo). / Physics teaching in a democratic world requires more curricular practices addressing social implications of Science and Technology (S&T). Intending to interweave a Marxian stance along with STS ideas, this text reports an experience of teaching thermal machines with two main distinctions: (1) it situates thermal machines in the context of British industrial revolution; (2) it involves a Roleplaying Game (RPG). The theoretical framework is based on three sources: STS curriculum design, Lev Vygotsky’s developmental psychology and Eric Hobsbawm’s account for Industrial Revolution. This experience was enacted twice with high school students. The emerging educational product (directed to other science teachers) was elaborated on hypermedia. The results suggest that this experience favored students’: (1) acknowledging that thermal machine, located in a stage of social conflicts, is not only a technological apparatus; (2) lived the conflicts of a different social position (eg., the role of an industry employee).
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Uma abordagem CTS das máquinas térmicas na revolução industrial utilizando o RPG como recurso didáticoSabka, Diego Ricardo January 2016 (has links)
O Ensino de Física em um mundo democrático requer mais práticas curriculares que abordem as implicações sociais da Ciência e da Tecnologia (C&T). Buscando articular uma visão marxista com pressupostos do movimento CTS, o presente trabalho de conclusão reporta uma experiência de ensino de máquinas térmicas que apresenta dois diferenciais: (1) situa a máquina térmica no contexto histórico da revolução industrial inglesa; (2) promove um jogo de interpretação de papéis (Roleplaying Game – RPG). A fundamentação teórica está baseada em três fontes principais: o referencial curricular CTS, a teoria do desenvolvimento de Lev Vygotsky1 e a reconstrução histórica de Eric Hobsbawm para a Revolução Industrial. O trabalho foi aplicado em duas turmas da 2ª série do Ensino Médio. Foi elaborado um produto educacional em hipermídia, voltado para professores. Nossos resultados sugerem que a proposta favoreceu que os alunos: (1) percebessem que a máquina térmica, situada em um palco de conflitos sociais, não pode ser compreendida somente como um aparato tecnológico; (2) vivenciassem os conflitos de uma posição social diferente da sua própria (a posição do operário de uma fábrica, por exemplo). / Physics teaching in a democratic world requires more curricular practices addressing social implications of Science and Technology (S&T). Intending to interweave a Marxian stance along with STS ideas, this text reports an experience of teaching thermal machines with two main distinctions: (1) it situates thermal machines in the context of British industrial revolution; (2) it involves a Roleplaying Game (RPG). The theoretical framework is based on three sources: STS curriculum design, Lev Vygotsky’s developmental psychology and Eric Hobsbawm’s account for Industrial Revolution. This experience was enacted twice with high school students. The emerging educational product (directed to other science teachers) was elaborated on hypermedia. The results suggest that this experience favored students’: (1) acknowledging that thermal machine, located in a stage of social conflicts, is not only a technological apparatus; (2) lived the conflicts of a different social position (eg., the role of an industry employee).
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