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Interações estratégicas em games massivos online: visibilidade de simulacros identitários e a axiologia do Transmog em World of WarcraftRazera, Bruno Ayres 26 June 2018 (has links)
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Previous issue date: 2018-06-26 / Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPq / The research investigates how the game mode Massively Multiplayer Online Role Playing Game (MMORPG), by strategic concomitance, directs the player to operate by the visibility, to build the meaning of their simulacra identity. Concomitance, according to linguistics, is the designation of one or more actions, things or facts that occur simultaneously; coexistence or simultaneity. In this study the strategic concomitance has the coexistence as the relation of a strategist sender with the subject that provides his own tactic in simultaneity, working values in a same logical line. The most popular game of the genre, World of Warcraft (WOW), is taken as an object, as the immersion of its players is sanctioned by its great geographic reach and number of users who remain, year after year, faithful to the product, generating a movement large volume financial instrument, as well as employing new electronic technology tools and practices. The act of playing keeps the subject in interaction with other subjects and in the operation of this visibility that they construct identity simulations, shaped by the enunciative choices to make-see. In the analysis of the game, the use of the device called "transmog" was used to transform the appearance of the player's equipment. Syntagmatic operations call the device in its placement in discourse and thus build the axiology that makes the subject have to be, a simulacrum of socialized doing that establishes visibility as its main value. The theoretical-methodological support for the analysis is given by the discursive semiotic theory of Greimas (2014, 2007, 2002), which structures the generative path of meaning, the basis of the construction of meaning. It is also supported by Landowski's (1992, 1997, 2013, 2014a, 2014b) socio-demographic concept that, through the regimes of meaning and interaction, as well as through the regimes of visibility, allows to elucidate lived practices of the participants and their simulacrums built in the game. The theories of other semioticians are also bases for the elaboration of the axiological taxonomy of transmog. The bibliographical references also include a review of the history of the games and the survey of works with this theme. To carry out the study, there are analyzes of the transmog phenomenon, highlighting the dynamics of the interactions of the audience of World of Warcraft; in short, the study of the discursive practices of this device in the game, surrounded by the regimes of visibility, meaning and interaction. It was possible, with this, to verify the hypothesis that the visibility values in the game allow to maintain and extend the immersion of the players in a continuity, corresponding to the social practices: transmog, this device in game, does not determine the values in game, as facilitator and computer of an axiological exchange shared to the player. In addition, this work contributed to the theoretical basis for the area of communication that deals with the strategies of the gaming industry / A pesquisa investiga como a modalidade de game Massively Multiplayer Online Role Playing Game (MMORPG), por concomitância estratégica, direciona o jogador a operar pela visibilidade, para a construção do sentido de seus simulacros identitários. Concomitância, de acordo com a linguística, é a designação de uma ou mais ações, coisas ou fatos que ocorrem em simultâneo; coexistência ou simultaneidade. Neste estudo a concomitância estratégica tem como coexistência a relação de um destinador estrategista com o sujeito que provê própria tática em simultaneidade, trabalhando valores em uma mesma linha lógica. O game World of Warcraft (WOW), mais popular do gênero, é tomado como objeto, pois a imersão de seus jogadores é sancionada por seu grande alcance geográfico e número de usuários que permanecem, ano após ano, fiéis ao produto, gerando uma movimentação financeira de grande volume, além de empregar instrumentos e práticas novas de tecnologias eletrônicas. O ato de jogar coloca o sujeito em interação com outros sujeitos e é na operação dessa visibilidade que são construídos simulacros identitários, moldados pelas escolhas enunciativas para fazer-ver. Recortou-se, na análise do game, o uso do dispositivo denominado como “transmog”, que consiste em permitir transformar esteticamente a aparência dos equipamentos do jogador. As operações sintagmáticas convocam o dispositivo na sua colocação em discurso e assim constroem a axiologia que faz o sujeito ter para ser, simulacro do fazer socializado que instaura a visibilidade como seu principal valor. O suporte teórico-metodológico para a análise é dado pela teoria semiótica discursiva de Greimas (2014; 2007; 2002), que estrutura o percurso gerativo de sentido, a base da construção da significação. Apoia-se também na sociossemiótica de Landowski (1992; 1997; 2013; 2014a; 2014b) que, pelos regimes de sentido e de interação, assim como pelos regimes de visibilidade, permite elucidar práticas vividas dos partícipes e do seu fazer em sociedade, pelos simulacros construídos no game. As teorias de outros semioticistas são também bases para a elaboração da taxonomia axiológica do transmog. Os referenciais bibliográficos incluem ainda uma revisão da história dos games e do levantamento de trabalhos com esta temática. Para realizar o estudo, há análises do fenômeno do transmog, destacando a dinâmica das interações do público de World of Warcraft; em minudência, a do estudo das práticas discursivas desse dispositivo no game, nos envoltos dos regimes de visibilidade, de sentido e de interação. Foi possível, com isso, verificar a hipótese de que os valores de visibilidade no game possibilitam manter e ampliar a imersão dos jogadores em uma continuidade, correspondente às práticas sociais: o transmog, este dispositivo in game, não determina os valores em jogo, funcionando como facilitador e ordenador de um câmbio axiológico partilhado ao jogador. Além disso, este trabalho contribuiu para o embasamento teórico para a área da comunicação que trata das estratégias da indústria dos games
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Sagas de rpgistas: um estudo junguiano acerca do encontro com o herói via Role Playing Games / RPG S saga: a jungian study about the encounter with the hero via Role Playing GamesGuimarães, Paula Pinheiro Varela 21 May 2010 (has links)
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Previous issue date: 2010-05-21 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / This study aimed to seek an understanding of the meaning of the experience of R.P.G. games the light of Jungian Theory and as a secondary objective, list the steps of the hero journey of Joseph Campbell and the reports of the study subjects about the experience of R.P.G. games and try to understand what the exercise of heroic figure and the experience of the heroic journey with R.P.G. and bring developments to the study subjects in their real lives. It was used the theoretical framework of Analytical Psychology to contemplate the goals of this research through its concepts and the possibility of symbolic analysis of the phenomenon studied. It were made twenty semi-directed, through which it is noted that the main objective of the research was related to the construction and performance of a heroic character, and even identified content related to the stages of the heroic journey developed by Joseph Campbell, which gave rise to the secondary objectives of this research. The interviews also allowed up categories of analysis, subsequently submitted to a qualitative and quantitative analysis. These were called to the adventure, head to the unknown, apprehension of new content, physical prowess and / or spiritual, the uniqueness claim, sacrifice, otherness, refusing to return and return. These categories were correlated with the following data: age, sex, religion, professional area, playing time and favorite game. Only correlation was found between stage of the heroic journey and reached game. It was concluded that each type of game favors the experience, integration and overcoming certain stage of the heroic journey, because the focuses. By choosing the experience of a heroic character and then determined type game, the subjects respond to a need for a personal development as they choose a representative character of the expansion of consciousness and ego strength, and a game that allow you a stage of the journey heroic in what they are, so that they can evolve their processes of individuation. Thus, the choice and experience of the R.P.G. game be enable a gradual move towards himself / Essa pesquisa teve como objetivo principal buscar uma compreensão acerca do sentido da vivência dos jogos de R.P.G. à luz da Teoria Junguiana e como objetivos secundários, relacionar as etapas da jornada do herói de Joseph Campbell e os relatos dos sujeitos de pesquisa a respeito da vivência dos jogos de R.P.G. e buscar compreender o que o exercício da figura do herói e a vivência da jornada heróica, nos jogos de R.P.G., trazem como desdobramentos para os sujeitos de pesquisa em suas vidas reais. Utilizou-se o referencial teórico da Psicologia Analítica por contemplar os objetivos da presente pesquisa através de seus conceitos e pela possibilidade de análise simbólica do fenômeno estudado. Foram realizadas vinte entrevistas semi-dirigidas, através das quais foi possível perceber que o objetivo principal da pesquisa estava relacionado à construção e exercício de um personagem heróico, sendo, inclusive, identificados conteúdos referentes às etapas da jornada heróica elaborada por Joseph Campbell, o que deu origem aos objetivos secundários dessa pesquisa. As entrevistas, também, permitiram levantar categorias de análise, posteriormente, submetidas a uma análise quali-quantitativa. Essas foram: chamado à aventura, rumar ao desconhecido, apreensão de novos conteúdos, proezas físicas e/ou espirituais, reclamo pela singularidade, sacrifício, alteridade, recusa do retorno e retorno. Tais categorias foram correlacionadas com os seguintes dados: idade, sexo, religião, área de formação profissional, tempo de jogo e jogo preferido. Apenas foi encontrada correlação entre etapa da jornada heróica atingida e jogo preferido. Concluiu-se que cada tipo de jogo favorece a experiência, integração e superação de certa etapa da jornada heróica, pois a tem como foco. Ao escolherem a vivência de um personagem heróico e, então, determinado tipo jogo, os sujeitos respondem a uma necessidade pessoal de desenvolvimento, pois optam por um personagem representativo da ampliação de consciência e fortalecimento egóico, e um jogo que permite trabalhar a etapa da jornada heróica na qual se encontram, de modo a poderem evoluir em seus processos de individuação. Desse modo, a escolha e vivência de jogos de R.P.G. viabilizam o progressivo caminhar rumo a si mesmo
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Jogo das representações (RPG) e aspectos da moral autônoma / Roleplaying game (RPG) and aspects of autonomous moralityFrias, Eduardo Ribeiro 11 March 2010 (has links)
O objetivo do presente estudo, fundamentado na Epistemologia Genética de Jean Piaget (1932-1994), foi averiguar se o Roleplaying Game (RPG), também denominado Jogo das Representações, constitui recurso favorável ao desencadeamento de atividades relacionadas à cooperação e à capacidade de negociação, entendidas como próprias do desenvolvimento da moral autônoma. Por considerar que nesse jogo tais elementos acham-se imbricados na participação dos jogadores e em sua capacidade de solucionar problemas, foram explorados também esses aspectos, visando o enriquecimento da discussão dos resultados. Os dados analisados foram coletados no contexto de pesquisa desenvolvida em 2003 e 2004, nas dependências de um Centro Educacional Unificado (CEU), na zona sul da capital de São Paulo por uma equipe de pesquisa composta de um pesquisador, um auxiliar de pesquisa e dois mestres de jogo. Na ocasião os objetivos do trabalho foram outros. Dos 12 encontros do grupo de 7 participantes, todos do sexo masculino, com idades entre 11 e 27 anos, 9 foram dedicados a sessões de RPG, a primeira das quais preparatória. Os recursos e instrumentos de coleta de dados incluíram, além do registro em áudio e vídeo e da observação das sessões de jogo, entrevistas realizadas no início e no final do processo. Para a finalidade da presente pesquisa os dados foram submetidos a uma nova leitura, agora sob a ótica das relações entre o RPG e aspectos da moral autônoma. Foram utilizadas como categorias de análise as capacidades de cooperação e negociação e como a participação dos jogadores e sua competência para solucionar problemas. As análises realizadas permitiram concluir que o RPG mostra-se útil como recurso para a mobilização da cooperação e da negociação, aspectos da moral autônoma, e para a atuação em grupo e para o exercício da resolução de problemas. Com isto verifica-se que, como afirmara Piaget (1932/1994), a cooperação é de fato um principio ético e moral e dispõe de um método que pode ser desenvolvido utilizando-se recursos adequados para isto. / This dissertation is based on Jean Piaget\'s Genetic Epistemology (1932/1994). The main objective of this study was to ascertain whether the Role-playing Game (RPG), also known as Game of Representations, constitutes a helpful resource to the unleashing of activities related to cooperation and capacity for bargain. These two aspects can be considered peculiar to the development of autonomous morality, and they are imbricate in the players\' participation in game and their ability to solve problems. Therefore were looked aiming to assess the data in a more dense perspective. The data used for analyses were first collected in a Unified Educational Centre (CEU - Centro Educacional Unificado) in the south side of São Paulo city in 2003/4 within the scope of a previous research. The researching team comprised one senior researcher, one assistant and two game masters. Were performed twelve meetings with a group of seven participants, all of them males between 11 and 27 years-old. Nine of those meetings were dedicated to RPG workshops. The first one was a preparatory meeting. To collect data were is used audio and video recordings and also observation and interviews at the beginning and at the end of the whole process. In order to serve the purpose of the present study, the data was submitted under the bias of the relationship between RPG and aspects of autonomous morality. The concepts of cooperation, capacity for bargain and ability to solve problems were used as analytic categories. The conclusion of this study is RPG is in fact a helpful resource for the mobilization to exercise the cooperation and capacity for bargain as aspects of autonomous morality, and to exercise teamwork and problem-solving abilities as well. Thus were possible verified Piaget\'s (1932/1994) conclusion that cooperation is much more than a moral and ethical principle. Cooperation is a skill that can be developed as method with adequate resources to do so.
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Applying Agent Modeling to Behaviour Patterns of Characters in Story-Based GamesZhao, Richard 11 1900 (has links)
Most story-based games today have manually-scripted non-player characters (NPCs) and the scripts are usually simple and repetitive since it is time-consuming for game developers to script each character individually. ScriptEase, a publicly-available author-oriented developer tool, attempts to solve this problem by generating script code from high-level design patterns, for BioWare Corp.'s role-playing game Neverwinter Nights. The ALeRT algorithm uses reinforcement learning (RL) to automatically generate NPC behaviours that change over time as the NPCs learn from the successes or failures of their own actions. This thesis aims to provide a new learning mechanism to game agents so they are capable of adapting to new behaviours based on the actions of other agents. The new on-line RL algorithm, ALeRT-AM, which includes an agent-modeling mechanism, is applied in a series of combat experiments in Neverwinter Nights and integrated into ScriptEase to produce adaptive behaviour patterns for NPCs.
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Applying Agent Modeling to Behaviour Patterns of Characters in Story-Based GamesZhao, Richard Unknown Date
No description available.
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Conduite du bétail et coexistence entre les aires protégées et leurs périphéries : une approche participative / Cattle herding and coexistence between protected areas and their periphery : a participatory approachPerrotton, Arthur 17 December 2015 (has links)
Environ 15 % des terres émergées mondiales sont protégées d’une manière ou d’une autre. Conflits homme/faune, prédation du bétail, pertes agricoles, braconnages divers, la liste des tensions entre aires protégées Africaines et leurs périphéries est longue. Ceux-ci peuvent être vus comme des « problèmes pernicieux », caractérisés par la présence simultanée de valeurs culturelles divergentes et de nombreuses incertitudes sociales ou scientifiques. L’approche constructiviste des sciences « post normales », aborde la réalité comme le résultats d’une construction sociale, et reconnait donc l’existence d’une pluralité de réalités. La participation d’acteurs locaux dans nos démarches scientifiques permet de prendre en compte ces réalités. Cette thèse est focalisée sur les interactions entre la Foret de Sikumi (FS), une aire protégée Zimbabwéenne, et les communautés rurales vivant à sa périphérie. Nous nous sommes intéressés aux tensions liées aux pratiques de conduite du bétail. Nous retrouvons là les caractéristiques des problèmes pernicieux : difficulté à identifier le problème de manière définitive ; incertitudes scientifiques et sociales ; valeurs culturelles conflictuelles et liens avec d’autres problèmes. Pour comprendre et modéliser les interactions entre acteurs à travers la conduite du bétail, nous avons co-construit un outil de recherche participatif sous la forme d’un Jeu de Rôle (JdR) nous permettant d’étudier les stratégies locales de conduite du bétail. Nos travaux montrent comment l’utilisation d’environnements virtuels permettent aux chercheurs de s’extraire du paradoxe majeur des problèmes pernicieux : toute action modifie le système et donc le problème, sans jamais le régler. La participation d’acteurs locaux nous a permis de redessiner une vision commune des incertitudes sociales et scientifiques au travers de processus de négociation. Nous montrons comment le résultat de notre effort collectif dépasse les ambitions premières et la manière dont le chercheur doit nécessairement perdre en partie le contrôle de l’objet construit au profit des partenaires locaux. Finalement, nous exprimons notre conviction que des approches comme la nôtre sont pertinentes pour la gestion des aires protégées, particulièrement avec l’émergence des parcs transfrontaliers en Afrique australe. / About 15 % of the world’s terrestrial area has some kind of protected status. Human-wildlife conflicts, crops raiding, livestock predation, poaching, illegal natural resources harvesting, the list of issues taking place at the edge of African protected areas is long. These issues are wicked problems, characterized by scientific uncertainties and involve conflictive cultural values and interconnections with other problems. The constructivist approach of post-normal sciences (PNS) assumes that reality is socially constructed. Studying and addressing wicked problems therefore requires insights on local stakeholders’ perspectives. In this PhD we focused on interactions between the Sikumi Forest (SF), a Zimbabwean protected area, and the rural communities living at its periphery. More particularly, we focused on the tensions related to cattle herding practices. The situation shows characteristic of wicked problems: the difficulty to frame a precise problem; high uncertainties about the studied SES; incomplete scientific knowledge; competing cultural values; and the interconnection to other problems. In order to understand cattle-related interactions between rural communities and the protected area, we co-designed a participatory research tool taking the form of a role-playing game (RPG) enabling us to elicit cattle herding strategies. The RPG was used with naïve villagers (villagers who were note involved in the co-design). This PhD thesis shows how the use of virtual worlds allows researchers to cope with the catch-22 of wicked problems, that is that any action transforms the problem and brings us “back to the beginning”. The co-design of the research tool allows to deal with one of the major characteristics of wicked problems: uncertainties. In the participatory design of the RGP, these were collectively reframed through negotiation. Participation led to the appropriation of the co-designed object by local actors, as a result our project went beyond the initial ambitions and produced a multi-dimensional tool of which we necessarily lose control. In a wider perspective, we believe that with the emergence of Transfrontier conservation in Africa, participatory approaches like ours can provide alternative ways to study and manage coexistence between protected areas and their peripheries.
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Modèles pour la conception de Learning Role-Playing Games en formation professionnelle / Models for designing Learning Role-Playing Games for professional trainingMariais, Christelle 02 April 2012 (has links)
L'évolution des besoins et des exigences des apprenants vis-à-vis de la formation professionnelle continue en entreprise requiert des solutions de formation efficaces et motivantes. Dans le contexte socio-technologique actuel, l'utilisation du jeu dans la formation paraît une piste intéressante. Ce travail de thèse, réalisé en partenariat avec la société Symetrix, s'intéresse au soutien des concepteurs pédagogiques. Nous avons tout d'abord mené une étude exploratoire et structurante de domaines liés à l'intégration du jeu dans la formation. Ensuite, nous nous sommes focalisés sur les Learning Role-Playing Games, dispositifs spécifiques de formation utilisant le jeu, pour lesquels nous proposons des modèles visant à assister les concepteurs dans la création, la mutualisation et la réutilisation de solutions. Nous proposons notamment de centrer la réflexion sur l'usage de ressorts de jeu et de guider la formalisation des scénarios à l'aide d'un système de notation visuel intégré à des outils d'assistance. Ces propositions ont fait l'objet de deux expérimentations, l'une s'appuyant sur un prototype tangible d'outil d'assistance (cartes à jouer) et l'autre sur un environnement informatique. / Learners' needs and demands about long-life professional training have changed, thus requiring efficient and motivating training solutions. In the present-day socio-technological context, the use of game for training appears as an interesting answer. This PhD work (conducted in partnership with the company SYMETRIX) deals with the support of pedagogical designers. First, we have conducted an exploratory and structuring study about topics related to the use of game for training. Then, we have focused on specific training programs using game: Learning Role-Playing Games (LRPG). We propose models aiming at supporting designers in the creation, sharing and reuse of this kind of programs. One of our proposals aims at centering the reflection on the use of game principles. Another proposal consists in guiding the formalization of LRPG scenarios thanks to a visual language implemented in design support tools. Two experimental studies have been performed to test these proposals: the first one was based on the use of a cards-based design support tool; the second one used a computer-based environment.
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Jogo das representações (RPG) e aspectos da moral autônoma / Roleplaying game (RPG) and aspects of autonomous moralityEduardo Ribeiro Frias 11 March 2010 (has links)
O objetivo do presente estudo, fundamentado na Epistemologia Genética de Jean Piaget (1932-1994), foi averiguar se o Roleplaying Game (RPG), também denominado Jogo das Representações, constitui recurso favorável ao desencadeamento de atividades relacionadas à cooperação e à capacidade de negociação, entendidas como próprias do desenvolvimento da moral autônoma. Por considerar que nesse jogo tais elementos acham-se imbricados na participação dos jogadores e em sua capacidade de solucionar problemas, foram explorados também esses aspectos, visando o enriquecimento da discussão dos resultados. Os dados analisados foram coletados no contexto de pesquisa desenvolvida em 2003 e 2004, nas dependências de um Centro Educacional Unificado (CEU), na zona sul da capital de São Paulo por uma equipe de pesquisa composta de um pesquisador, um auxiliar de pesquisa e dois mestres de jogo. Na ocasião os objetivos do trabalho foram outros. Dos 12 encontros do grupo de 7 participantes, todos do sexo masculino, com idades entre 11 e 27 anos, 9 foram dedicados a sessões de RPG, a primeira das quais preparatória. Os recursos e instrumentos de coleta de dados incluíram, além do registro em áudio e vídeo e da observação das sessões de jogo, entrevistas realizadas no início e no final do processo. Para a finalidade da presente pesquisa os dados foram submetidos a uma nova leitura, agora sob a ótica das relações entre o RPG e aspectos da moral autônoma. Foram utilizadas como categorias de análise as capacidades de cooperação e negociação e como a participação dos jogadores e sua competência para solucionar problemas. As análises realizadas permitiram concluir que o RPG mostra-se útil como recurso para a mobilização da cooperação e da negociação, aspectos da moral autônoma, e para a atuação em grupo e para o exercício da resolução de problemas. Com isto verifica-se que, como afirmara Piaget (1932/1994), a cooperação é de fato um principio ético e moral e dispõe de um método que pode ser desenvolvido utilizando-se recursos adequados para isto. / This dissertation is based on Jean Piaget\'s Genetic Epistemology (1932/1994). The main objective of this study was to ascertain whether the Role-playing Game (RPG), also known as Game of Representations, constitutes a helpful resource to the unleashing of activities related to cooperation and capacity for bargain. These two aspects can be considered peculiar to the development of autonomous morality, and they are imbricate in the players\' participation in game and their ability to solve problems. Therefore were looked aiming to assess the data in a more dense perspective. The data used for analyses were first collected in a Unified Educational Centre (CEU - Centro Educacional Unificado) in the south side of São Paulo city in 2003/4 within the scope of a previous research. The researching team comprised one senior researcher, one assistant and two game masters. Were performed twelve meetings with a group of seven participants, all of them males between 11 and 27 years-old. Nine of those meetings were dedicated to RPG workshops. The first one was a preparatory meeting. To collect data were is used audio and video recordings and also observation and interviews at the beginning and at the end of the whole process. In order to serve the purpose of the present study, the data was submitted under the bias of the relationship between RPG and aspects of autonomous morality. The concepts of cooperation, capacity for bargain and ability to solve problems were used as analytic categories. The conclusion of this study is RPG is in fact a helpful resource for the mobilization to exercise the cooperation and capacity for bargain as aspects of autonomous morality, and to exercise teamwork and problem-solving abilities as well. Thus were possible verified Piaget\'s (1932/1994) conclusion that cooperation is much more than a moral and ethical principle. Cooperation is a skill that can be developed as method with adequate resources to do so.
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Characters as Resources : How Players Relate to Characters in Crusader Kings IIThimrén, Linnéa January 2017 (has links)
In this study, an overview is presented regarding how the mechanics in a resource-based game, specifically Crusader Kings II (Paradox Development Studio 2012), might affect the player's connection to the characters in the game. The study introduces conventions prevalent in grand strategy games, roleplaying games as well as literature theory. Participants of the study played two different versions of a mod for Crusader Kings II (2012), and were interviewed, to find indications for how different players related to characters in the game, what mechanics they valued, and their view on the characters themselves. The conclusions that are reached in the study indicated that there are mechanics in the game that influence the player’s connection to the characters, but that it is, to a certain degree, up to the player as to what extent they are used or employed.
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The actualities of Actual Play : A qualitative study on interaction within the netnographic landscape of Actual Play / Verkligheten av Actual Play : En kvalitativ studie om interaktion inom det netnografiska landskapet av Actual PlayGardner, Felix January 2020 (has links)
This study’s purpose is to explore the online medium known as “Actual Play” through the perspective of both content creators, who work within the format as well as their audience who consume and interact with the content. This is a qualitative interview and observation study on the subject of Actual Play. The empirical material consists of four interviews with participants who are in one way or another involved with Actual Play content creation or distribution, an entire episode of an Actual Play series has also been analyzed to demonstrate the concept to readers unfamiliar with Actual Play and/or role-playing games. The questions this study has sought to answer regard what Actual Play is and looks like in practice and what the interactions between participants within Actual Play as well the interactions between these Actual Play creators and their audience looks like. The study’s findings show that the interaction between the different social actors within Actual Play is similar to that of improvisational theater. To maintain the trust between the participants, social contracts that employ safety tools are often used. The interaction between the Actual Play content creators and their audiences seems more personal than average, since they’re all able to inhabit and interact over the Internet. The audience also seems to enjoy that aspect of getting to know the Actual Play actors and/or creators on both a personal level and through their characters. Finally, Actual Plays main appeal appears to be based around being a way to share and engage with others around a shared interest.
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