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PRONOMEN & DRAKAR : Queerinklusivt Språk i Bordsrollspel / PRONOUNS & DRAGONS : Queer-Inclusive Language in Tabletop Role-playing GamesFredriksson, 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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Which Foot Forward? : An analysis of footing in the Dungeons & Dragons stream Critical RoleLindhagen, Emma January 2019 (has links)
Tabletop roleplaying games are a type of social, narrative game driven by a group conversation in which a narrative which is co-created by the participants and propelled forward by some mechanical component (for example dice rolls used to determine the narrative outcomes of actions). As mode of spontaneous conversation that has a unique set of specific characteristics, it might be fair to claim that TTRPGs constitute a unique oral genre (or, in conversation analytic terms, a unique speech-exchange system). One of the most notable characteristics of TTRPGs as conversations is the intensive use of footing shifts. As the players alternate between orienting toward the conversation as players of a game with mechanical components and as co-creators of a joint narrative, various different resources are used to signal what footing a particular turn-at-talk is produced from. Using video from Critical Role, a live-streamed Dungeons & Dragons show, this paper examines the use of footing in TTRPGs and what resources are used to signal these. The results of the study showed that several different types of footing were used in this material, with a large amount of overlap between them. Though it was possible to identify the primary resources for signalling some of them, for others it was not clear.
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Dungeons & Dragons & Dissertations: A Study of Therapeutically Applied Tabletop Roleplaying Game Groups at a University Counseling CenterChun, Samuel Mischa 03 June 2024 (has links) (PDF)
Although there is a large body of research on the effects of unstructured group therapy among college students, there is inconclusive research on how implementing tabletop roleplaying games (TTRPGs) as a structured activity affects group cohesion for therapy groups made up of college students. Participants were adult, full-time university students who are seeking therapy at the university counseling center. This study measured the effectiveness of therapeutically applied TTRPGs in group therapy with a mixed-methods approach. Participants took the Outcome Questionnaire-45 (OQ-45) to measure psychological functioning, the Group Questionnaire (GQ) to measure group cohesion, and answered five qualitative questions to describe their group experiences. A series of linear regressions and means comparisons identified differences between treatment and control groups followed by a qualitative thematic analysis of participants' group experiences. The study yielded the following results: (a) groups had statistically suggestive improvements in their psychological functioning (p = 0.947), (b) groups had significant improvements in their group cohesion (GQ TS p < 0.0001, GQ NR p < 0.0001, GQ PB p < 0.0001, GQ PW p < 0.0001); (c) there were no significant quantitative differences between treatment and control groups; and (d) identifiable themes in group member comments. This study indicates that therapeutically applied TTRPG (TA-TTRPG) groups are as effective at treating mental health symptoms as unstructured interpersonal process groups are with additional qualitative benefits. These findings suggest that clients of university counseling centers might benefit from participating in TA-TTRPG groups as they do from participating in unstructured interpersonal process groups.
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Dungeons without Dragons : Using Tabletop Roleplaying Games for Public Archaeology / “Dungeons without Dragons” : Spel som hjälpmedel för förmedlinginom publik arkeologiThompson Spence, Jess January 2024 (has links)
Among the many shifts within public archaeology and heritage during recent years is an endeavour to find new methods of engagement which has been broadly undertaken within the field. This thesis suggests one such method could be found in the use of Tabletop Roleplaying Games (TTRPGs). It does so by examining the current issues in public archaeology and how an intersection between archaeology and game studies could be applied. This includes the importance of empathy and roleplaying in understanding of the past and how this could be applied to the field of public archaeology. / Under de senaste åren har det funnits en strävan av att hitta nya metoder för att presentera och engagera människor för arkeologi och kulturarv. I den här uppsatsen har en sådan metod i form av brädspel som inkluderar rollspel (TTRPGs) presenterats och analyserats. I uppsatsen tas aktuella frågor inom publik arkeologi upp och hur interaktionen mellan arkeologi och spelstudier skulle kunna tillämpas och bidra till att engagera människor i arkeologi och kulturarv. Studien inkluderar betydelsen av empati och rollspel och hur detta skulle kunna appliceras inom området publik arkeologi.
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Emergent Player-Driven Narrative in Blades in the Dark and Dungeons & Dragons : A Comparative StudySvan, Oscar, Wuolo, Anna January 2021 (has links)
This paper presents a comparative study on two Tabletop Roleplaying Games, Dungeons & Dragons and Blades in the Dark. This paper takes a look at the narrative differences within the two systems. More specifically investigate if Blades in the Dark is more playerdriven than Dungeons & Dragons. The two tested as closely as possible and will be compared with each other. This is a close reading on the rules and player agency rather than a one-on-one comparison. The comparisons were made regarding the mechanics and narrative differences within the systems rather than quality of the story. This study was conducted by running two sessions, one for each system, played by separate groups with the same game scenario and premise. Meaning that the background for both games, character and plot for the session were the same. Comparisons were made by observing player decisions, situations that arose and the influence that the gamemasters had on the game. It was found that there is a clear difference between the two systems, this difference regarding whether the players were reacting to the gamemaster, or the other way round. In Dungeons & Dragons, it was observed that the players reacted and acted according to what the gamemaster explained and played out, whereas in Blades in the Dark it appeared to be the opposite. Here we found that it was the Gamemaster who was reactive to the players instead. The paper concluded that Blades in the Dark is the more player-driven system. This short study could later be built upon and used by game developers to keep in mind and plan their future game systems around. Taking these observations on emergent narrative in Tabletop Role-playing Games into account can be used to create more player-centric and player-driven games. Meaning that the players are more in influence and decisions to make in the story and game. / I detta papper presenteras en jämförande undersökning av två rollspelssystem, Dungeons & Dragons och Blades in the Dark. Det här papperet kollar på skillnaderna när det kommer till spelar-drivet berättande inom de två spelen. Mer specifikt så utreds om Blades in the Dark är mer spelar-drivet än Dungeons & Dragons. De två kommer att testas så likt som möjligt och jämföras med varandra. Detta är en noggrann läsning av reglerna och spelarnas påverkan på spelets berättande, där vad som undersöks är spelets funktioner och skillnader i hur de berättas och presenteras, snarare än kvalitén på spelen eller berättelserna. Denna studie genomfördes genom att hålla två sessioner, en för varje system, spelad av separata grupper men med samma scenario och förutsättningar. Jämförelser gjordes genom att observera spelarbeslut, situationer som uppstod, samt det inflytande som spelmästare hade på spelet. En tydlig skillnad blev synlig mellan de två systemen var gällande huruvida spelarna reagerade på spelmästaren eller tvärtom. I Dungeons & Dragons observerades att spelarna reagerade och agerade enligt vad spelmästaren förklarade och spelade ut. I Blades in the Dark studerades en motsatt effekt, här upptäcktes att det var spelmästaren som reagerade på spelarna istället. Med denna undersökning kom vi fram till att Blades in the Dark är det mer spelar-drivna systemet. Den här studien kan i framtiden användas och byggas på av spelutvecklare för att göra nya spelsystem, med dessa observationer som framkom, kan komma till användning för att göra fler spel med mer spelar-drivet fokus. Vilket innebär att spelaren har mer inflytande på historiens som berättas och spelet i sig.
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