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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.
301

Peace Journalism and Identity Gap Reduction: Examining Sri Lankan Ethnic Identities Through a Role-Playing Experiment

Michael, Valentina Michelle 25 July 2023 (has links)
No description available.
302

Kde se potkávají hry a příběhy: Čtyři rámce významu v herním systému City of Mist / Where Games and Stories Meet: Four Frames of Meaning in the City of Mist TTRPG System

Picková, Tereza January 2022 (has links)
. a. by the plurality of "worlds" the players operate in, and pertinent plurality of roles adopted frame analysis (see Fine 2002), describes three of these "worlds of meaning": the frame of the "the frame of the storytellers". Ad playing games resemble "storytelling events" (Georges 1969), and how this fact differentiates this genre from "classical" games. This framework broadens the understating of players d with the storyteller's agenda and expectations linked to this role. This unique form gaming world in the primary framework of the "real"
303

Play real – Kollaboratives Mock-Trial-Training in der OpenSim-basierten Virtual Learning World

Müller, Maria, Schlenker, Lars, Biehl, Moritz January 2013 (has links)
Der vorliegende Beitrag setzt sich mit den Möglichkeiten problemorientierten Lernens in kollaborativen virtuellen Umgebungen am Beispiel eines Mock-Trial-Trainings in der OpenSim-basierten Virtual Learning World auseinander. Ausgangspunkt der Auseinandersetzung stellen die Motivation des Einsatzes virtueller Trainings und grundsätzliche Handlungsangebote kollaborativer virtueller Umgebungen einschließlich ihrer Potentiale aus bildungstheoretischer Perspektive dar. Bestehende Mehrwerte und Herausforderungen beim Einsatz virtueller Trainingsumgebungen werden anschließend anhand einer empirischen Untersuchung, die im Rahmen der Entwicklung eines Mock-Trial-Trainings durchgeführt wurde, aufgezeigt und diskutiert.
304

Особенности идентификации младших- подростков с персонажами онлайн-игр : магистерская диссертация / Features of identification of younger teenagers with characters of online games

Шемякина, И. Н., Shemyakina, I. N. January 2022 (has links)
Объектом исследования явилась идентификация младших подростков». Предметом исследования стала идентификации подростков с игровыми персонажами онлайн игр. Магистерская диссертация состоит из введения, двух глав, заключения, списка литературы (85 источников) и приложений. Объем магистерской диссертации 82 страницы. Во введении раскрывается актуальность проблемы исследования, разработанность проблематики, ставятся цель и задачи исследования, определяются объект и предмет исследования, формулируются основная и дополнительные гипотезы, указываются методы и эмпирическая база, а также этапы проведения исследования, научная новизна, теоретическая и практическая значимость работы. Первая глава включает в себя обзор иностранной и отечественной литературы по теме исследования виртуальной идентичности, в том числе идентичности с героями онлайн-играми. Особое внимание уделено разработке классификации онлай-игр и исследованию увлеченности онлайн-играми в подростковом возрасте. Вторая глава посвящена эмпирической части исследования. В ней представлено описание организации и методов проведенного исследования, к которым относятся: Тест-опросник степени увлеченности младших подростков компьютерными играми (Гришина А.В)., Методика «Незаконченные предложения», адаптированная Жичкиной А.Е. и Щепилиной Е.А., Рисуночная методика «Я в жизни и Я в игре», Методика «Q-сортировка» В. Стефансона. Полученные результаты представлены корреляционными плеядами. В заключении в обобщенном виде изложены результаты теоретической и эмпирической частей работы, а также выводы по ним, обоснована практическая значимость исследования и описаны возможные перспективы дальнейшей разработки данной проблематики. / The object of the study was the identification of younger adolescents." The subject of the study was the identification of teenagers with game characters of online games. The Master's thesis consists of an introduction, two chapters, a conclusion, a list of references (85 sources) and appendices. The scope of the master's thesis 82 pages. The introduction reveals the relevance of the research problem, the elaboration of the problem, sets the purpose and objectives of the study, defines the object and subject of the study, formulates the main and additional hypotheses, specifies the methods and empirical base, as well as the stages of research, scientific novelty, theoretical and practical significance of the work. The first chapter includes a review of foreign and domestic literature on the topic of virtual identity research, including identity with the heroes of online games. Special attention is paid to the development of the classification of online games and the study of the passion for online games in adolescence. The second chapter is devoted to the empirical part of the study. It describes the organization and methods of the study, which include: A test questionnaire of the degree of enthusiasm of younger teenagers for computer games (Grishina A.V.), the technique "Unfinished sentences" adapted by Zhichkina A.E. and Shchepilina E.A., the drawing technique "I am in life and I am in the game". , V. Stefanson's "Q-sorting" technique. The obtained results are presented by correlation pleiades. In conclusion, the results of the theoretical and empirical parts of the work are summarized, as well as conclusions on them, the practical significance of the study is substantiated and possible prospects for further development of this problem are described.
305

Playing Dead : How Role-Play Game Experiences Can Affect Players’ Death Attitude Profiles (DAP-R)

Hugaas, Kjell Hedgard January 2023 (has links)
In order to measure how role-playing games could potentially influence the players’ attitudes towards death and mortality, 191 subjects were surveyed using the revised version of the Death Attitude Profile (DAP-R) (Wong, Reker, and Gesser 1994), a Likert-scale 32 item closed survey. 14 of the respondents were surveyed in person before playing the live-action role-playing game Hello In There (Hugaas 2019), a game that deals with themes of death and mortality, and again in an online form 24 days later. These results were compared to each other, and run through a one way ANOVA and a two-tailed Welch test to determine significance. The other 177 respondents were surveyed once, using an online form, and four demographic questions were added to use as functions from which to interpret the results. The demographic questions concerned themselves with age, gender, general role-playing experience, and specific role-playing experience with themes of death and mortality. These results were run through a one-way ANOVA, a post hoc Tukey-Kramer test, and a two-tailed Welch test to determine significance. The results as a whole were run through a Cronbach’s alpha test to determine internal consistency and reliability. For the group of 14 respondents who were surveyed twice, there were no statistically significant differences in results between the two surveys. For the group of 177 respondents, the results showed differences between men and women in relation to Approach Acceptance, and between Men and Non-Binary/Genderqueer respondents in relation to Death Avoidance. Furthermore the results showed differences in Neutral Acceptance and Approach Acceptance between different age groups, and differences in Fear of Death and Death Avoidance between groups with different levels of experience from games dealing with themes of death and mortality. The most significant differences were found between groups with different amounts of general role-playing experience, where differences were found in Fear of Death, Death Avoidance, Neutral Acceptance, Approach Acceptance, and Escape Acceptance.
306

Educational Communities, Arts-Based Inquiry, & Role-Playing: An American Freeform Exploration with Professional & Pre-Service Art Educators

Cox, Jason M. 09 October 2015 (has links)
No description available.
307

The Legitimacy of Rules of Virtual Communities

Rolfes, Louis Jakob 20 January 2022 (has links)
Wie sollen Rechtssysteme auf Regeln reagieren, die Provider von Netzgemeinschaften wie Facebook oder World of Warcraft Nutzenden auferlegen? Das positive Recht gibt hierauf keine verlässliche Antwort. Erst ein Verständnis der Legitimität der Regeln ermöglicht ein Austarieren des Verhältnisses zwischen den Regelwerken von Netzgemeinschaften und Rechtssystemen. Nach Literaturstimmen sollen die Regeln durch außerrechtliche Mechanismen (z.B. direktdemokratische Verfahren), eine gerichtliche Kontrolle nach verfassungsrechtlichen Kriterien oder Zivilverfassungen legitimiert werden. Es ist aber zweifelhaft, ob Netzgemeinschaften legitime außerrechtliche Mechanismen schaffen können, ob sie wie Staaten behandelt werden sollten und ob Zivilverfassungen entstehen werden. Die Arbeit schlägt ein alternatives Modell vor: Im deutschen Zivilrecht zeichnet sich ein Legitimitätsmodell für private Regeln ab, das auf Regeln von Netzgemeinschaften anwendbar ist und als transnationale Schablone dienen kann. Danach werden die Regeln durch die Zustimmung und das Wohl der Nutzenden legitimiert. Letzteres gewährleistet ein Ausbeutungsschutz der Nutzenden in Form einer gerichtlichen Kontrolle. Die Anwendung des Modells führt zu folgenden Erkenntnissen: 1. Geschriebene Regeln sind schwach durch Zustimmung legitimiert. Eine gerichtliche Kontrolle nach vertragsrechtlichen Kriterien (bei Regelungen des Austauschverhältnisses zwischen Providern und Nutzenden) oder grundrechtlichen Kriterien (bei Verhaltensregeln) verleiht ihnen zusätzliche Legitimität. Die Kontrollintensität hängt von der Höhe des Ausbeutungsrisikos und der Existenz von legitimen außerrechtlichen Mechanismen ab. 2. Code-Regeln (z.B. Newsfeed- Algorithmen) sind auch nur schwach durch Zustimmung legitimiert. Gerichtliche Kontrollmöglichkeiten, die sie gegenüber Nutzenden legitimieren, müssen noch geschaffen werden. 3. Geschriebene und Code-Regeln sind illegitim gegenüber Nichtnutzenden, weil sie nicht auf deren Zustimmung beruhen. / How should legal systems respond to rules that virtual community providers such as Facebook or World of Warcraft impose on users? To answer this question, we must look beyond black letter law. Only an understanding of the legitimacy of these rules allows us to balance out their relationship with legal systems. Current scholarship theorizes their legitimacy as follows: Non-legal mechanisms (e.g. direct voting systems), judicial review according to constitutional principles, or digital civil constitutions may legitimize the rules. Yet, three points remain doubtful: whether virtual communities can develop legitimate self-governance mechanisms, whether they should be treated like states, and whether digital civil constitutions will effectively emerge. This work proposes an alternative legitimacy model: German private law reflects a legitimacy model for private rule-making applicable to rules of virtual communities which can serve as a transnational template. This model suggests that the rules can derive legitimacy from two sources: user consent and the common good of users, the latter ensured by judicial review protecting users against exploitation. This leads to the following key findings: 1. Written rules of virtual communities are weakly legitimized by user consent but derive additional legitimacy from judicial review. Contract law standard applies to rules that govern the bilateral exchange relationship between providers and users. General rules of conduct for users are checked against fundamental rights. The required intensity of review depends on the risk of user exploitation and the presence of legitimate self-governance mechanisms. 2. Rules embedded in computer code (e.g. newsfeed algorithms) are poorly legitimized by user consent. Judicial review procedures legitimizing them towards users still need to be established. 3. Both written rules and rules embedded in computer code are not legitimate towards non-users since non-users have not consented to them.
308

Leveling the Playing Field: Gender Inclusive Design for Single and Multiplayer Computer Role-Playing Games

Armstrong, Sandra N. 01 January 2016 (has links)
Women represent 45% of the entire workforce in the United States, but only comprise 26% of the high-tech industry. Early introduction and interest in video games, contributes to computer literacy and self-confidence in terms of computing skills. Socially pervasive gender stereotypes, found in ubiquitous software, specifically games, factor in the alienation of young girls from active participation in computing. Currently marketed gaming software perpetuate this societal bias in the guise of overly-sexualized game avatars, and fail to adequately address documented female gaming preferences. Gender inclusive design is more a pragmatic approach to ameliorating gender bias, than creating a pink box “girl’s game.” Such games cater solely to stereotypical “female” interests, and are uncomfortably close to the concept of “separate but equal.” In the scope of this research a gender inclusive computer role playing game (CRPG) interface was designed and evaluated. The advantage of a CRPG is that it may be played individually or single player mode, as in the prototypic interface, or allow collaborative game play within a smaller group (2-12) when migrated to a multiplayer online environment. Small groups, involved in CRPG collaborative play, may reduce the incidence of online harassment or intimidation by male players, often encountered by experienced female gamers when engaged in Massively Online Multiplayer games. The Xanthia: A Fae’s Battle CRPG, was designed with the intent of studying key female preferences outlined in this research. The design utilized a stylized “cute” but strong female protagonist, featured a compelling storyline, and a backstory narrative. The game broached real world environmental issues with an underpinning of moral dilemma in the guise of good versus evil. Competitive but not combat-centric play was utilized in the game design, which enabled leveling up without the demise of the central protagonist. Fantasy-themed conflict resulted in transformations of both protagonist and antagonists when a change of state occurred during battle, thus eliminating the violence of gory death scenarios. This formative study endeavored to examine the underlying reasons for female underrepresentation in the high-tech and computing fields. The CRPG used in the study, incorporated key gender inclusive game elements found in current literature, in order to acquire insight into female gaming preferences. Two survey instruments were utilized to gather data from 35 female Barry University students, who had disparate gaming experience, comfort with computers, and academic majors. A pre-game questionnaire pertained to motivations for play, level of gaming expertise, and self-perceived comfort with computing. Additional data were gathered regarding access in early childhood to a gaming console or computer in the participants’ childhood homes and the incidence of tinkering. The female sample pool provided CRPG feedback post-game engagement. Examination of survey responses indicated that identification with the central female protagonist was a key element in positive game engagement for the majority of the study’s participants. In general, experienced gamers were more apt to tinker with the hidden features of the game. Experienced gamers also enjoyed competiveness and challenge more than their inexperienced or non-gamer counterparts. The primary component of positive engagement for this female sample group was “fun.” Social interaction was a key motivator for engagement in video game play for the majority of the participants. Empirical data collected from survey instrumentation suggested that individuals who had the easiest access to video game consoles and computing equipment, participated at greater rate in tinkering in childhood. The participants who tinkered, had a higher self-perception of comfort with computing.
309

La construction sociale d'une sous-culture : l'exemple de la culture geek / the social construction of a subculture : the geek culture example

Peyron, David 11 December 2012 (has links)
Cette étude porte sur la « culture geek » et son émergence en tant que sous-culture et identité culturelle revendiquée en France depuis le milieu des années 2000. En effet, ce mouvement d’abord américain a fait une entrée remarquée dans l’espace public qui incite à s’interroger sur sa réalité sociologique. Les geeks sont abordés ici comme fans de mondes imaginaires fantastiques (science-fiction, fantasy…), passionnés de nouvelles technologies et en tant que public premier et fondateur du processus de convergence culturelle théorisé par Henry Jenkins. La montée en visibilité du phénomène geek est ainsi liée dans cette étude à celle de pratiques médiatiques associées à ce processus (fanfictions, démocratisation des outils numériques, œuvres transmédiatiques et immersives, etc.). Dans ce cadre, le tournant réflexif (vers un sentiment d’appartenance à une identité collective) et la mode médiatique autour de la culture geek ces dernières années trouvent leurs racines dans les moments fondateurs de la convergence culturelle (depuis les pulps fictions et la naissance des comic books jusqu’à la sortie de Star Wars, du Seigneur des anneaux, des premiers jeux de rôles et jeux vidéo). Mais cela doit aussi à la radicalisation récente des croisements médiatiques, des pratiques participatives, de la mondialisation des partages liée aux technologies numériques et au passage des identités prescrites aux identités choisies dans les sociétés contemporaines marquées par l’individualisme. / This dissertation is about « geek culture » and the emergence of this subcultural identity in recent years in France. This movement, born in North America, has entered the public sphere in a spectacular way and it encourages us to study its sociological reality. Geeks are seen here as fans of imaginary worlds (science-fiction, fantasy…), new technologies lovers, and as first and original audience of the process of cultural convergence defined by Henry Jenkins. The increasing visibility of the geek phenomenon is connected to many practices associated with this process (fanfictions, wide use of digital technology, transmedia and immersive storytelling, etc.). From this point of view, the reflexive moment (the feeling of being part of a collective identity) and the geek trend are both rooted by the beginnings of cultural convergence (from the pulp fictions, and the birth of comic books, to the release of Star Wars, the Lord of the Rings and the first role-playing or video games). It also has to do with the recent growth of links between media, with the success of participatory culture, the possibility of worldwide share thanks to digital technologies and the shift from preassigned identities to chosen ones in our individualistic society.
310

學校人事人員角色衝突之研究─以台北市國民小學為例 / Investigation of role conflict in school personnels - Taipei Primary school as an example

王瑞琪, Wang , Ruey Chyi Unknown Date (has links)
本研究之目的在探討國民小學人事人員所遭遇之角色衝突類型、來源與原因,進而提出解決之道。研究之進行,首先針對角色衝突理論進行相關的探討,以建立基本的認識;其次針對影響學校人事人員角色衝突之兩大因素:組織因素與人事制度之設計進行更深入的討論與分析,並提出解決的建議。 另外,本研究經由立意取樣,針對十二位台北市公立國民小學的校長、行政人員、老師以及人事人員進行預擬題綱之深度訪談,分別針對:1.造成學校人事人員角色衝突的組織因素;2.造成學校人事人員角色衝突的人事制度因素;3.學校人事人員角色衝突的類型、來源與原因;4.角色衝突對個人的影響及因應方法,進行深度訪談,並整理、分析訪談結果。 最後,針對上述文獻探討與訪談結果之分析與討論,提出本研究之具體結論及建議,以作為學校人事人員面對角色衝突,及學校、主管機關從事制度改革時之參考。

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