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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.
271

Constructing Elysium and Playing Ugly: Methods of Intimacy in Fantasy Role-Playing Game Communities

Downey, Genesis M. 22 July 2015 (has links)
No description available.
272

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

Zalka, Csenge V. 24 March 2017 (has links)
No description available.
273

Theatre and the video game: beauty and the beast

Whitlock, Katherine Lynne 21 June 2004 (has links)
No description available.
274

Lifesigns: Successful Storytelling in Open-World Games

Perkins, Kyle Eric 03 December 2010 (has links)
No description available.
275

“I think you are the better version of me, and I hope I'm headed that way” : An exploratory qualitative approach to comparing and analyzing immersion into character in Dungeons and Dragons 5th Edition and Baldur’s Gate 3

Espinosa Chueca, Maria Jose, Meijaard, Hannah Maria January 2024 (has links)
With the new and rising popularity of Baldur’s Gate 3, an exploratory qualitative research comparing it to its tabletop predecessor: Dungeons and Dragons 5E, is necessary to gather new data about player experience within these different formats.  This research explores the difference in immersion into character between Dungeons and Dragons 5E and Baldur’s Gate 3. This is done through a mixed methods approach, combining interviews and digital ethnography. Semi-structured interviews were conducted with 6 interviewees from varying backgrounds who had played both games for a significant amount of time. For the digital ethnography, relevant selected posts from Reddit users in r/DnD and r/BaldursGate3 were filtered and selected using the software Communalytic.  The themes correlated to immersion into character were transformative play, social play, and creative agenda. Through these themes, it was concluded that the main difference between these two games were related to transformative potential, as well as the social aspect 2 of both games, where in-person D&D and co-op BG3 seemed to help players get immersed into their characters more easily than in online D&D and solo mode BG3.
276

I cast control chain of thought : A prompt introduction of roleplay to AI

Carlander, Deborah January 2024 (has links)
Teaching AI to play Tabletop Roleplaying Games (TRPG) is a difficult challenge due their negotiable rules and open-ended nature. This is further exacerbated when considering the act of roleplaying, where players do not play or act as themselves, but as a character in a fantasy setting. Previous studies attempting to teach LLMs to play TRPGs do not explicitly discuss role-play in their work, highlighting an absence of a definition in current research. This thesis endeavours in introducing role-playing to AI through developing a prompting method called Control Chain of Thoughts, aimed at teaching it the Dungeons and Dragons alignment system. The prompting method is evaluated through an ablation study where GPT-3.5 is tasked to guess the alignment of characters based on exctracts from D&D gaming sessions. The results indicate a small improvement in GPT’s predictions. Further work needs to be done to evaluate if its alignments help LLMs understand roleplaying.
277

Designing educational games with role-playing elements to improve student engagement in the classroom

Ogul, Nedim January 2024 (has links)
In recent years, educators have become increasingly interested in improving methods in order to engage students and enrich their learning experiences. With technology's continual advancement, educators are recognizing the effectiveness of Game-Based Learning in enhancing student learning. This paper aims to identify and highlight the key role-playing elements that foster student engagement in the classroom, proposing strategies to enhance educational games through these elements. A qualitative research study was made with a semi-systematic literature review and the use of the Minequest game prototype, which includes 9 of 10 RPG elements identified in this paper. Thirteen students have participated in this study and overall results show that they have found the game prototype engaging, but not educational enough only by itself. Therefore, it could be better if similar educational games with role-playing elements were used as a complement to conventional teaching methods.
278

The effects of authentic materials using role-playing activities on oral proficiency : a case study of Thai undergraduate students

Samaranayake, Sarath Withanarachchi 06 1900 (has links)
This study investigates the effects of authentic materials and contextually-developed role-playing activities on the oral proficiency of Thai undergraduate students. The study was conducted at Prince of Songkla University, Thailand during the first semester (June to September) of 2010. The study consisted of four research instruments and the data were analyzed using Independent Samples t-test to determine whether the authentic materials and contextually-developed role-playing activities had improved the students’ oral fluency and accuracy in the target language. The findings indicated statistically significant differences between the two groups wherein the experimental group performed better on both fluency and accuracy than the control group. Therefore, based on the findings of the current study, it can be concluded that authentic materials and contextually-developed role-playing activities involving a series of sequential events are effective in enhancing learners’ oral proficiency in programs of English as a foreign language in the context of Thailand English education. / English Studies / M.A. (TESOL (Teaching English to Speakers of Other Languages))
279

The effects of authentic materials using role-playing activities on oral proficiency : a case study of Thai undergraduate students

Samaranayake, Sarath Withanarachchi 06 1900 (has links)
This study investigates the effects of authentic materials and contextually-developed role-playing activities on the oral proficiency of Thai undergraduate students. The study was conducted at Prince of Songkla University, Thailand during the first semester (June to September) of 2010. The study consisted of four research instruments and the data were analyzed using Independent Samples t-test to determine whether the authentic materials and contextually-developed role-playing activities had improved the students’ oral fluency and accuracy in the target language. The findings indicated statistically significant differences between the two groups wherein the experimental group performed better on both fluency and accuracy than the control group. Therefore, based on the findings of the current study, it can be concluded that authentic materials and contextually-developed role-playing activities involving a series of sequential events are effective in enhancing learners’ oral proficiency in programs of English as a foreign language in the context of Thailand English education. / English Studies / M.A. (TESOL (Teaching English to Speakers of Other Languages))
280

Virtual Reality-Based Serious Role-Playing Games as Digital Experiential Learning Tools to Deliver Healthcare Skills through Mobile Devices

Patel, Dixit Bharatkumar January 2022 (has links)
No description available.

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