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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
81

Creating Your Fantasy Self : An Analysis of Ethnicity in Character Creators in Computer Fantasy Role-Playing Games

Ljungqvist, Ylva, Svensson, Frida January 2015 (has links)
This thesis examines whether character creators in fantasy role-playing games allow players to create ethnically diverse characters. We studied eight games following a procedure to record perceivable data about the available options, and conducted interviews. The results show that options for minority ethnicities are usually either very few and lack variation or are non-existent. All the interviewees answered that they were generally dissatisfied with the options given to them in character creators and could rarely make a representation of themselves. This highlights the need to diversify the options in order to not exclude players. / Denna avhandling undersöker om karaktärsskapare i fantasy dator-rollspel tillåter spelare att skapa karaktärer av etnisk mångfald. Vi studerade åtta spel efter bestämda riktlinjer och samlade information om de tillgängliga alternativen, och genomförde intervjuer. Resultaten visar att alternativ för minoritetsetniciteter är vanligtvis antingen mycket få och har ingen variation eller är helt obefintliga. Alla de intervjuade svarade att de var allmänt missnöjda med de alternativ som ges i karaktärsskapare och kan sällan göra en representation av sig själva. Detta belyser behovet av att diversifiera alternativen för att inte utesluta spelare.
82

Revoir l’histoire du jeu de rôle numérique comme genre vidéoludique : bilan historiographique et enquête historique dans 4 magazines de jeux en Amérique du Nord, 1981-2006

Prémont, Antoine 09 1900 (has links)
Ce mémoire s’intéresse au jeu de rôle numérique, plus spécifiquement le jeu vidéo appartenant au genre du jeu de rôle. Pour comprendre ce genre, il est nécessaire d’en faire l’histoire pour en lire l’évolution à travers le temps. Or, une simple lecture historique ne parvient que très partiellement à restituer un portrait d’ensemble de ce type de jeu vidéo. À partir de notions de genre, de jeu de rôle et d’histoire, ce mémoire dresse un bilan historiographique du RPG ainsi que de ses écritures. Ce bilan permet de dégager les enjeux principaux qui ont articulé l’histoire du jeu de rôle numérique, enjeux qui sont ensuite soumis à une enquête historique. Cette enquête menée sur la critique de jeu vidéo dans des magazines spécialisés entre 1980 et 2006 permet de restituer l’état des lieux à une époque donnée et de le comparer aux écrits des historiens du genre. À la lumière de ces résultats, ce mémoire documente, précise et nuance l’histoire du jeu de rôle telle que construite par les historiens et offre une vision plus actuelle du jeu de rôle numérique d’hier à aujourd’hui. / This master thesis studies digital role-playing games, in this case referring to video games of the role-playing game genre. To do so, it is necessary to study the genre’s history to better understand its evolution through time. However, a historical overview does not fully account for the phenomena of digital role-playing games. Using notions of genre, role-playing games and history, this thesis provides an overview of the history and historiography of role-playing games and its writing. This overview then highlights some major issues which have been integral parts to the genre’s history. These issues are then the focus of a historical study, using video game reviews found in specialized magazines from 1980 to 2006, to situate the state of things in defined points in time regarding role-playing games and compare it to what the genre’s historians have written. This thesis then uses the results obtained to document, clarify, and nuance the history of digital role-playing games built by its historians, and offers a more accurate picture of role-playing video games through their history.
83

Taming Amorphalia : An interactive documentation about the development of ProjectMorpheo through fiction

Mag, Eszter January 2023 (has links)
Taming is an experiment and a written assignment about the development of ProjectMorpheo, which was my degree project at Stockholm University of the Arts. ProjectMorpheo is a participatory experience designed to explore the fragile connections between the content of our dreams and the physical materials that surround us. To give a chance for contemplation the project uses meditation and an experimental form of a contemporary puppetry technique: material animation. Taming Amorphalia is a fictional documentation of the intrapersonal happenings, the experiments and experiences that influenced me during the development of ProjectMorpheo. The aim is to introduce the intuitive process behind the project through the form of a text based RPG.
84

Dungeons without Dragons : Using Tabletop Roleplaying Games for Public Archaeology / “Dungeons without Dragons” : Spel som hjälpmedel för förmedlinginom publik arkeologi

Thompson Spence, Jess January 2024 (has links)
Among the many shifts within public archaeology and heritage during recent years is an endeavour to find new methods of engagement which has been broadly undertaken within the field. This thesis suggests one such method could be found in the use of Tabletop Roleplaying Games (TTRPGs). It does so by examining the current issues in public archaeology and how an intersection between archaeology and game studies could be applied. This includes the importance of empathy and roleplaying in understanding of the past and how this could be applied to the field of public archaeology. / Under de senaste åren har det funnits en strävan av att hitta nya metoder för att presentera och engagera människor för arkeologi och kulturarv. I den här uppsatsen har en sådan metod i form av brädspel som inkluderar rollspel (TTRPGs) presenterats och analyserats. I uppsatsen tas aktuella frågor inom publik arkeologi upp och hur interaktionen mellan arkeologi och spelstudier skulle kunna tillämpas och bidra till att engagera människor i arkeologi och kulturarv.  Studien inkluderar betydelsen av empati och rollspel och hur detta skulle kunna appliceras inom området publik arkeologi.
85

Worldbuilding in roleplaying games : How do secondary narratives make user experiences more immersive? / Att bygga världar i rollspel

Papacosta, Dimitra January 2023 (has links)
Digitala rollspel har idag allt större och mer inlevelserika spelvärldar, vilket bidrar till hög inlevelse hos användarna. Följaktligen ser genren såväl stora framgångar inom spelindustrin som ett större forskningsintresse inom akademin. För att öka inlevelseförmågan i spel ägnar sig spelutvecklare åt världsbyggande, en process som flitigt tillämpas inom den spekulativa genren. Den här studien behandlar en underkategori av världsbyggande benämnd "sekundärt berättande": berättelser inom berättelser som i spel ofta kallas "sidouppdrag" eller ”side quests”. Dessa avser alla typer av berättelser i spel som inte är en del av den primära berättelsen och därmed inte är obligatoriska för spelets slutförande. Denna studie framställer tesen att sekundära berättelser gör användarupplevelser mer inlevelserika, både på narratologiska och ludiska sätt. För att utforska tesen samlade studien in insikter från tre spelutvecklare och 63 rollspelare för att se hur de olika grupperna värderade sekundära narrativ. Studieresultaten stödjer observationen att väldesignade och välintegrerade sekundära berättelser bidrar till förhöjd spelinlevelse.
86

Collaborative Storytelling 2.0: A framework for studying forum-based role-playing games

Zalka, Csenge V. 24 March 2017 (has links)
No description available.
87

Theatre and the video game: beauty and the beast

Whitlock, Katherine Lynne 21 June 2004 (has links)
No description available.
88

Att öka den mänskliga faktorn hos NPCs i rollspel med hjälp av modern AI : Parametrar som påverkar spelarens preferenser / Increasing the Human Factor of NPCs in Role-Playing Games Through Modern AI : Measuring Parameters That Affect Player Preference

Kjellner, Nicholas, Olsson, Yngve January 2024 (has links)
I den här studien undersöks potentialen hos Large Language Models (LLMs) för att generera engagerande och människolik dialog i rollspelssammanhang. Parametrar som trovärdighet, relaterbarhet och följdriktighet tilldelas dialog, och dess påverkan vad gäller preferens undersöks och diskuteras. Dialog genererad av två olika LLMs samt dialog skriven av två mänskliga författare av olika erfarenhetsnivåer ställs mot varandra som svar på fördefinierade uttalanden, för att sedan analyseras utifrån deltagarnas preferenser. Resultaten visar att dialog från mänskliga författare generellt sett föredras, vilket understryker betydelsen av dialogens kvalitativa aspekter. Detta belyser både potentialen och begränsningarna hos nuvarande Artificiell Intelligens (AI) för att skapa dialog i rollspel, och pekar på vikten av vidare forskning för att förbättra AI-modellernas förmåga att generera trovärdig och relaterbar dialog. Studien bidrar till förståelsen av AIs roll i framtida spelutveckling och dess möjligheter att förhöja spelupplevelsen genom förbättrad interaktivitet och mer djupgående narrativ.
89

Exploring Game Design Pitfalls through patterns : Experiences when making our first game / Undersökning av fallgropar inom speldesign genom design mönster : erfarenheter från första spelprojektet

Hedenskog, Jens January 2012 (has links)
The purpose of this report is to analyze what went wrong with the adventure game project called Fairytale, I started together with 4 of my fellow university students at Gotland University, spring 2007. My ambition with this report is to enlighten problems in game design that arose during the game development process in order to prevent others from making the same mistakes. The problems are analyzed according to game design patterns defined by Björk, S. and Holopainen, J. (2005). Patterns in Game Design. Boston, Massachusetts. Jenifer Niles. The game was exhibited to the public at Gotland Game Awards 2007, Leipzig Game Developers Conference 2007, Tekniska Museet 2007, Almedalsveckan 2008 and Gotland Game Awards 2008. The results of the report show that redesigning already finished game features means a lot of troubles in relation to its dependency on other game elements. The key abilities of the main character were vaguely defined since the beginning of the project which caused problems with earlier designed levels whenever a new item was introduced. The terrain of the prior levels didn’t match the abilities of the new items, which forced changes to be made. The biggest mistake with this project was that finished game elements never were considered final. My role in the project was the solo game programmer and co-designer. I shared the designing tasks together with Annika Fogelgren who also was the producer of our team. Albertina Sparrhult, Emma Johansson and Marie Viberg were our core graphic artists. Together, we created the Fairytale game.
90

A pedagogia do violoncelo e aspectos de técnicas de reeducação corporal / Violoncello pedagogy and aspects of corporal reeducation techniques.

Suetholz, Robert John 06 May 2011 (has links)
O objetivo desta pesquisa é esclarecer as várias possibilidades de chegar a um modo mais natural e equilibrado de tocar o violoncelo. Inicialmente, o panorama geral da pedagogia e técnica violoncelística foi analisado com a finalidade de determinar conclusões e opiniões a respeito de recursos pedagógicos atuais, somados aos conhecimentos próprios do autor. Em seguida, houve uma pesquisa bibliográfica e dos meios eletrônicos sobre seis técnicas de reeducação corporal, sendo que, em média, dez aulas particulares para cada técnica foram realizadas pelo autor. Foram também analisadas informações sobre o aumento da ocorrência de danos físicos no meio musical, bem como sobre o corpo dos atletas e seus cuidados. Todas as informações colhidas serviram de base para uma discussão, visando à construção e a elaboração de uma proposta de uma nova pedagogia para os violoncelistas, buscando um funcionamento mais natural do corpo e auxiliando no combate das posturas viciosas, a fim de evitar danos físicos futuros aos executantes deste instrumento. / The object of this work is to suggest various possibilities to arrive at a more natural and balanced mode of playing the violoncello. Initially, the general panorama of violoncello pedagogy and technique was analyzed in order to determine conclusions and opinions with regard to pedagogical resources today, together with the personal knowledge of the author. Next, six methods of corporal reeducation were researched, through bibliographic and electronic means, with the author participating in an average of ten private lessons in each technique. Information with regard to the increasing occurrence of physical injuries in the musical class was also analyzed, as well as that pertaining to athletes bodies and their care. All information garnered served as the basis for a discussion aimed at the construction and elaboration of a proposal of a new violoncello pedagogy that strives for a more natural functioning of the body and helps combat detrimental postures, so that future injuries to violoncellists may be avoided.

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