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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.
11

Presenting the self in cyberspace : identity play in moos /

Chester, Andrea. January 2004 (has links)
Thesis (Ph.D.)--University of Melbourne, Dept. of Psychology, 2004. / Typescript (photocopy). Includes bibliographical references (leaves 363-386).
12

Massively multi-player online role-playing games in the secondary school classroom : a dissertation submitted in partial fulfilment of the requirements for the degree of Master of Education at the University of Canterbury /

Robertson, Andrew David. January 2007 (has links)
Thesis (M. Ed.)--University of Canterbury, 2007. / Thesis (Typsecript photocopy). Includes bibliographical references (leaves 100-106). Also available via the World Wide Web.
13

The Player Character's Journey: The Hero's Journey in Moldvay's Dungeons & Dragons

Leopold, Robert 01 December 2019 (has links)
This study explores the archetypes, motifs, and stages of the Joseph Campbell's Hero's Journey as they are found in the Moldvay revision of the rules to Basic Dungeons & Dragons, that emerge from playing the game using the seven adventure modules printed for these rules. Using narratological concepts, the definition of what makes narrative is expanded to include the narrative that emerges by playing story-based roleplaying games like Dungeons & Dragons. These narratives, based on the seven adventure modules, are the analyzed using Campbell's monomyth as an interpretive tool, showing that these types of narratives are up to similar academic scrutiny as other forms of narrative. Such scrutiny shows that the types of narrative that emerge from playing a tabletop roleplaying game like Dungeons & Dragons need an expansion of the models for narrative analysis. This expansion presents a myriad of opportunities for future study.
14

Racial Essentialism in High Fantasy

Kostrzewa, Alex Ogilvie 02 June 2022 (has links)
No description available.
15

Evaluation of Procedural Content Generators for Two-Dimensional Top-Down Dungeon Levels

Naußed, David, Sapokaite, Ruta January 2021 (has links)
This research evaluates two-dimensional top-down dungeon generated levels regarding fundamental and micro dungeon design patterns. Additionally, it investigates the meaningfulness of the evaluation results in terms of accessibility to level designers and similar. The research method concentrates on two dungeon-generation techniques – Cellular Automata and Drunkard Walk. Each generated level gets evaluated based on three evaluation stages that build on top of each other: the passability of each tile; categorization of each collection of tiles with the same attributes; and player-centric gameplay data. The results show key differences between Cellular Automata and Drunkard Walk as the risk of using Cellular Automata to generate up to 90% unreachable space, while drunkard walk always has a playable relative space size of 100%. The evaluation also shows results that depend on the requirements of a game or constraints of a level designer. Cellular Automata generates more rooms, while Drunkard Walk provides more decisions per room. In conclusion, the evaluation results show differences between the two algorithms, presented using a vocabulary that is familiar to a level designer.
16

Weapons of Microcontroller Destruction : Tangible Playthings for Roleplaying in Dungeons & Dragons

Angenius, Max January 2023 (has links)
This project aims to explore how interactive tangible playthings can be designed to enhance the roleplaying aspect of Dungeons & Dragons. Further, the project juxtaposed D&D and interaction design as practices to examine if D&D can contribute to interaction design. The project adopted research through design methodology and applied different methods, emphasizing playful and movement-based approaches. A handful of tangible electronic prototypes were created using Arduino Nano BLE Sense, gesture recognition combined with a NeoPixel Circle, a Humidifier, and a Vibration motor combined with 3D-printed objects. The prototypes were tested during a D&D playing session to evaluate their impact on the roleplaying experience. The result of the project suggests that interactive tangible artifacts enhance the experiential, expressive, and sensory qualities of roleplaying in D&D by adding interactivity and tangibility. Furthermore, the results suggest that the playthings increase the player's connection to their character. Finally, the project's result suggests that interaction design can learn from D&D's playful and creative nature by adopting the Magic Circle concept to interaction design methodology.
17

"Kör" : En interaktionsanalys om makt i rollspelet Dungeons and Dragons / "Go ahead" : A conversation analysis about power in the tabletop role-playing game Dungeons and Dragons

Widingsjö, Emelie January 2023 (has links)
Rollspelet Dungeons and Dragons innefattar gruppinteraktion ledd av en spelledare. Enligt spelets officiella guideböcker har spelledaren mest kontroll i interaktionen, men i denna uppsats undersöks maktfördelningen i praktiken med hjälp av interaktionsanalytiska metoder. För att ta reda på hur makten i interaktionen fördelas i spelet ställs följande två frågor: Vad kontrollerar spelledaren och vad kontrollerar spelarna? Hur visas auktoritet av spelledaren och hur visas det av spelarna? Studien utgår ifrån interaktionsanalytiska teorier och metoder. Detta innefattar ljud- och videoinspelning av en spelträff, samt transkribering och analys. Materialet och resultaten diskuteras även i samband med tidigare forskning som har gjorts inom området. De övergripande resultaten visar att makten i interaktionen fördelas jämnare mellan spelledare och spelare än vad de officiella guideböckerna föreslår, trots att spelledaren generellt sett kontrollerar samtalet till större grad. Spelledaren kan kontrollera interaktionen genom att fördela turer, ställa och svara på frågor, tillåta eller neka spelarnas önskemål, och tillägga anekdoter i spelet. Spelarnas makt syns genom frågorna som ställs och tillåtande av varandras beslut. Spelledaren och spelarna har dock inte makt inom samma områden. Något som observerats är att två olika områden av spelet framträder; ena innefattar fasta spelregler som gäller oavsett spelets handling, och den andra spelets handling. Auktoritet i interaktionen kan skifta mellan spelledare och spelare beroende på vilket av spelets områden som är aktuellt i samtalet just då; spelledaren har mer makt över handlingen och spelarna har mer makt när de är uppbackade av spelreglerna.
18

Role for SEL: using Dungeons & Dragons® to promote social-emotional learning with middle-schoolers

Chilana, Harjas Kaur 10 May 2022 (has links)
Social-emotional learning (SEL) is an essential area of development for adolescents. The Collaborative for Academic, Social, and Emotional Learning (CASEL) presents a well-researched, broad, conceptual framework for systemic social and emotional learning (CASEL, 2020), which has been used to guide the development and implementation of the proposed pilot. It identifies five competencies of SEL: self-awareness, self-management, social awareness, relationships skills, and responsible decision-making. The CASEL framework also emphasizes the importance of coordinating SEL across key settings and contexts—classroom, schools, families, and communities. Lack of SEL can have suboptimal effects during adolescence and later in life, consequently, impacting occupational engagement. A literature review on SEL found that appropriate SEL programming results in positive outcomes, such as improved school-related attitudes and behaviors, increased academic performance, decreased negative behaviors, and less reports of emotional distress (Durlak et al., 2010, 2011). Additionally, various school-related professions address SEL, however, there is limited evidence of occupational therapy practitioners’ involvement in the literature. Thus, adolescents’ occupational needs relating to SEL may not be being addressed. Play’s significance in developing adolescents’ skills is rooted in SEL. Play “develop[s] physical coordination, emotional maturity, social skills to interact with other children, and self-confidence to try new experiences and explore new environments” (AOTA, 2012, p.1). Dungeons & Dragons® (D&D) is a popular table-top role-playing game, which draws interest from many adolescents and adults. A second literature review found that play interventions for adolescents, and research using D&D appears to be limited. Role for SEL is a play-based intervention group using D&D (5th ed.) developed to promote SEL. In the pilot program, three to five middle-school students will participate in 90-minute after-school sessions, for 10 weeks. Participants will learn how to play D&D, receive explicit instruction on two SEL competencies (self-management and relationship skills) and engage in D&D scenarios and campaigns designed to support development in the relevant SEL areas. The author’s proposed pilot program has the potential to improve adolescents’ SEL and occupational engagement. This doctoral project discusses the case for the proposed pilot program, and presents a detailed overview of Role for SEL.
19

Dungeons & Dragons, Player’s Handbook och nybörjarvänlighet : En undersökning av hur nybörjarvänligt karaktärsskapande är i editionerna 3.5 och 5E / Dungeons & Dragons, Player’s Handbook and beginner friendliness : A study on how beginner-friendly character creation is in the editions 3.5 and 5E

Lindgren, Oskar, Schulman, Teodor January 2024 (has links)
Bland alla rollspel ute i världen så är Dungeons & Dragons det mest populära. Dess utgivare påstår att det även blir mer nybörjarvänligt för varje ny version som publiceras. Denna studie utforskar validiteten på det genom att undersöka problemformuleringen: Hur nybörjarvänliga är Player’s Handbook böckerna för Dungeons & Dragons editionerna 3.5 och 5E? Datainsamlingen utfördes genom användbarhetstester med flera frivilliga deltagare som försökte skapa en karaktär i någondera versionen under en tidsgräns. Författarna skrev ner och jämförde anteckningar från deltagarnas upplevelser och kom fram till att det saknades flera element för att någon av versionerna ska vara nybörjarvänliga. För personer som inte vet mycket, om inte någonting alls, om Dungeons & Dragons så var det en komplicerad och svår process. För framtida arbete rekommenderar författarna att undersöka flera äldre versioner av Dungeons & Dragons för att få bättre insikt i varför de nya versionerna är skrivna som de är.
20

PRONOMEN & DRAKAR : Queerinklusivt Språk i Bordsrollspel / PRONOUNS & DRAGONS : Queer-Inclusive Language in Tabletop Role-playing Games

Fredriksson, Niklas, Ehnberg Ahola, Saga-Li January 2024 (has links)
Denna studie undersöker hur queerinklusivt språk påverkar queerpersoners attityd till bordsrollspel, då denna företeelse anses underutforskad trots det alltmer framväxande fältet av queer studies inom spelforskning samt forskning som gjorts kring språkets inflytande på queerpersoner. En enkätstudie med internationella deltagare, alla vana rollspelare och queera, visade att majoriteten föredrar könsneutrala pronomen och queerinklusivt språk. Trots ett litet antal deltagare finns tydliga likheter och tendenser i deras svar. De betonade även vikten av att inkludera queera identiteter på ett naturligt sätt utan att det känns konstlat. Vidare forskning skulle kunna inkludera icke-queera deltagare och utföra fler tester för att undersöka hur deras åsikter påverkar deras spelbeteende och karaktärsskapande.

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