• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 9
  • 7
  • 2
  • 1
  • 1
  • Tagged with
  • 21
  • 21
  • 13
  • 7
  • 6
  • 6
  • 5
  • 5
  • 4
  • 4
  • 4
  • 4
  • 3
  • 3
  • 3
  • 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

Design och utvärdering av stridssystem med fokus på meningsfulla val

Sundström, Björn January 2010 (has links)
Syftet med detta arbete är att designa och utvärdera ett stridssystem för ett rollspel, som skall ha en högre grad av meningsfulla val än de två kommersiella rollspel som utvärderas tillsammans med det egenutvecklade stridssystemet. För att få en högre grad av meningsfulla val så designas stridssystemet efter två teorier: triangulära val och multiple-dice systems. Graden av meningsfulla val utvärderas genom strukturerade intervjuer där respondenterna svara på en enkät. Utvärderingen visade att det egenutvecklade stridssystem inte uppnådde en högre grad av meningsfulla val än de två kommersiella stridssystemen. Rollspelet bör i framtiden modifieras för att korrigera de problem som framkom genom utvärderingen. Utvärderingsmetoden som användes i arbetet kan utvärdera graden av meningsfulla val i alla typer av spel.
2

Design och utvärdering av stridssystem med fokus på meningsfulla val

Sundström, Björn January 2010 (has links)
<p>Syftet med detta arbete är att designa och utvärdera ett stridssystem för ett rollspel, som skall ha en högre grad av meningsfulla val än de två kommersiella rollspel som utvärderas tillsammans med det egenutvecklade stridssystemet. För att få en högre grad av meningsfulla val så designas stridssystemet efter två teorier: triangulära val och multiple-dice systems. Graden av meningsfulla val utvärderas genom strukturerade intervjuer där respondenterna svara på en enkät.</p><p>Utvärderingen visade att det egenutvecklade stridssystem inte uppnådde en högre grad av meningsfulla val än de två kommersiella stridssystemen.</p><p>Rollspelet bör i framtiden modifieras för att korrigera de problem som framkom genom utvärderingen. Utvärderingsmetoden som användes i arbetet kan utvärdera graden av meningsfulla val i alla typer av spel.</p>
3

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
4

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

Rask, Jesper, Syrjälä, Markus January 2024 (has links)
Detta arbete syftade till att jämföra olika utgåvor av Dungeons &amp; 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 &amp; Dragons spelas samt vad tidigare forskning kring ras och rasism i Dungeons &amp; Dragons sagt. Regelverk för Dungeons &amp; Dragons 3.5th edition, Dungeons &amp; 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 &amp; Dragons inte skiljer sig åt mellan utgåvorna och förstärker de budskap som tidigare forskning hittat kring rasism.
5

Reflections: the Positive Effect of Cooperative Roleplaying Games on Anxiety Disorders

Scudder, Sasha 01 January 2019 (has links)
Anxiety disorders are some of the most prevalent mental illnesses in the United States, and young adults have developed a variety of coping mechanisms to deal with their symptoms. One of the most common is escapism, or the act of escaping reality by delving into alternate stimuli, fantasies, or media content, but this often leads to social or emotional isolation. Cooperative roleplaying games, such as Dungeons and Dragons, can alleviate symptoms of anxiety disorders while facilitating social interaction through escapism, creative thinking, play, and community building. The companion piece to this paper, Reflections of Fate, is a D&D 5e quest specifically designed with challenges and storylines to further these potentially healing effects.
6

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.
7

Racial Essentialism in High Fantasy

Kostrzewa, Alex Ogilvie 02 June 2022 (has links)
No description available.
8

Weapons of Microcontroller Destruction : Tangible Playthings for Roleplaying in Dungeons &amp; 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 &amp; Dragons. Further, the project juxtaposed D&amp;D and interaction design as practices to examine if D&amp;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&amp;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&amp;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&amp;D's playful and creative nature by adopting the Magic Circle concept to interaction design methodology.
9

"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.
10

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.

Page generated in 0.0842 seconds