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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.
1

Processos cognitivos em jogos de role-playing: world of warcraft vs. dungeons & dragons

SILVA, Leonardo Xavier de Lima e 31 January 2008 (has links)
Made available in DSpace on 2014-06-12T22:58:12Z (GMT). No. of bitstreams: 2 arquivo3874_1.pdf: 4086625 bytes, checksum: 22eaa568ecb5732e0ac00a8a939d23b9 (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2008 / Conselho Nacional de Desenvolvimento Científico e Tecnológico / A presente dissertação é uma análise comparativa da psicologia dos Roleplaying Games (RPGs), em suas modalidades 'de mesa' (PnP RPG) e online (MMORPG). Os referenciais científicos adotados para tal incluem, além de uma revisão da história dos jogos, a Teoria da Mediação Cognitiva (CAMPELLO DE SOUZA, 2004), a Teoria da Integração Conceitual (TURNER & FALCONNIER, 2002), um modelo fatorial das motivações nos RPGs (YEE, 2005), a perspectiva piagetiana sobre jogos e desenvolvimento cognitivo (PIAGET, 1990), a visão de Vygotsky acerca do papel sociocultural dos jogos no desenvolvimento (NEGRINE, 1995) e os Quadros de Interação (FINE, 1983). A investigação empírica abrangeu os jogos Dungeons & Dragons (D&D) e World of Warcraft (WoW), cujos jogadores foram abordados através de questionários online. Ao todo foram 606 participantes de WoW e 690 de D&D numa amostra de conveniência obtida via Web no período de outubro a dezembro de 2007. Os questionários abordaram a demografia dos indivíduos, além de suas motivações, interações, decisões, atividades, experiências, estratégias, emoções e uso de meios de suporte cognitivo no jogo. Os dados coletados foram analisados estatisticamente, com os achados interpretados à luz dos referenciais supramencionados. Os resultados obtidos revelaram que: (a) os jogadores de WoW tendem a ser mais motivados do que os de D&D, provavelmente devido à natureza mais recompensadora do primeiro jogo, (b) WoW mostra-se como um jogo voltado para regras e colaboração onde jogador e personagem se sobrepõem, enquanto que D&D apresenta-se como essencialmente simbólico e voltado para o role-playing, com clara separação entre jogador e personagem, (c) a mediação hipercultural prevalece entre os jogadores de WoW e a mediação cultural entre os de D&D, (d) os jogadores de D&D usam mais mecanismos de mediação do que os de WoW, possivelmente devido à menor potência computacional dos tipos de mecanismos favorecidos pelos primeiros, (e) WoW tende a favorecer o desenvolvimento do pensamento científico, o mesmo não ocorrendo com D&D, (f) a imersão em D&D envolve a inserção passiva dentro de uma narrativa literária, enquanto que em WoW envolve um processo cognitivo mais ativo e emocionalmente engajado e (g) existe uma clara diferença demográfica entre os dois tipos de jogador, em parte devido ao procedimento de pesquisa, mas também pode ser causa ou efeito das diferenças psicológicas observadas. Conclui-se que os RPGs estudados apresentam elevada complexidade cognitiva, sendo catalisadores de processos mentais sofisticados, com o de mesa mais próximo de um deleite literário e possíveis vocações psicoterapêuticas, enquanto o online está mais ligado ao pensamento lógico-matemático e ao trabalho em equipe, portanto, mais afins ao interesses educacionais. Ao final, são feitas diversas sugestões de investigações futuras para os temas abordados
2

Problematiska raser? : Rasers procedurella retorik i D&D / Problematic races? : The procedural rhetoric of races in D&D

Rask, Jesper, Syrjälä, Markus January 2024 (has links)
Detta arbete syftade till att jämföra olika utgåvor av Dungeons & Dragons med procedurell retorik som ramverk för att undersöka huruvida de regler som finns kring spelets raser förstärker de budskap som tidigare forskning hittat på ämnet. Bakgrunden ämnade belysa vad procedurell retorik är, hur Dungeons & Dragons spelas samt vad tidigare forskning kring ras och rasism i Dungeons & Dragons sagt. Regelverk för Dungeons & Dragons 3.5th edition, Dungeons & Dragons 5th edition samt Tasha’s Cauldron of Everything undersöktes i syfte att, genom en komparativ analys, identifiera de budskap som förs genom reglerna för fyra olika raser. Denna analys visade att budskapen som förs genom reglerna i de olika utgåvorna av Dungeons & Dragons inte skiljer sig åt mellan utgåvorna och förstärker de budskap som tidigare forskning hittat kring rasism.
3

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.
4

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.
5

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.
6

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.
7

Från rollspel till roman : En inblick i den intermediala dialogiken mellan Dungeons & Dragons och The Crystal Shard / Adapting Role-Playing Games : An introduction to the intermedial dialogical relationship between Dungeons & Dragons and The Crystal Shard

Butler Persson, Nikolai January 2015 (has links)
No description available.
8

Současný role-playing a role mediace v ČR na příkladu Dungeons & Dragons / Current role-playing and role of mediation in the Czech Republic on example of Dungeons & Dragons

Motlová, Adéla January 2021 (has links)
This thesis examines the RPG game Dungeons & Dragons (D&D) and its players in the Czech Republic. Although, D&D is primarily a game that uses physical components such as paper character sheets or dice, technology has also found its way to it, which is no surprise because current world is full of new technologies. The aim of this work is to examine the motivation of players to play, what role mediation plays, what technologies are used in playing and what are the main differences players perceive in the case of face-to-face session and in the case of online session. Many different technologies are used in both cases. Research questions dealing with these topics are answered through semi-structured interviews with a total of eight players and two participant observations of a player group's session. The most important reasons to play are the social and creative aspects of the game - players play with others, with whom they often form long-term friendships, and enjoy creating and using their imagination to create unique characters, narratives and worlds. D&D is also a source of inspiration for them. The main differences in offline and online game are especially in sociality and opportunities for communication, which is related to the atmosphere and experience, which in the case of face-to-face game...
9

Vocal processing of non-human characters portrayed by game masters (GMs) in tabletop role playing games (TTRPGs) : What physical attributes of a creature can be perceived in different processing?

Dovner, Lina January 2023 (has links)
Voices reveal information about the speaker, such as their age, what they are feeling and how they look. Vocal modulation is sometimes used by role-players, mostly game masters, in a tabletop role-playing context, to portray non-playable characters. This study investigated whether signal processing software could be used to enhance the vocal qualities of the speaker so that they represent different creatures with certain attributes. A listening test was conducted in which 24 participants evaluated different processings for physical attributes related to Dungeons & Dragons depiction of the creatures orc and elf with the purpose of finding design approaches for a vocal modulation software. The results showed that none of the processings were perceived to be very much like the suggested creature, but it was found that some processings were more effective than others to create desirable attributes. It was also shown that the same processings does not work equally well for different voice inputs.
10

The World of Dungeons & Dragons in the EFL Classroom : A literary study on worldbuilding, mental imagery, immersion and applications of Dungeons & Dragons in the EFL Classroom

Nilsson, Fredrik January 2023 (has links)
In a world where gamification is increasingly prevalent, Dungeons & Dragons is a vast, seemingly untapped arena into which students in an EFL classroom could potentially venture. By exploring the various applications of the hugely popular tabletop role-playing game, there are several aspects in which students and teachers can explore in order to find practical as well as theoretical uses for a role-playing game of this size and scope. This study has discussed and analyzed the benefits and drawbacks of implementing Dungeons & Dragons in the EFL classroom through mental imagery and immersion as an effective teaching tool. The implementation of D&D in an EFL classroom is achievable through scaffolding and preparation. This study has also discussed the gamification aspects of the EFL classroom and the game specific areas of game-based pedagogy.

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