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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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You Move Differently with a Sword Strapped on : Deploying Research with Design to study trans people’s exploration of gender in larpToft Thejls, Kaya January 2023 (has links)
This thesis examines how trans people explore gender in live action role-playing games (hereafter: larps). It asks how larps function as spaces for gender exploration, in what ways trans people explore and express gender in larps, as well as how they make sense of, and articulate, this exploration and expression. In addition, the thesis has the secondary aim of exploring the use of larp design as an embodied data collection method. The research design consisted of the larp (Lost and) FOUND which was designed for the participants to play as part of the study, followed by a focus group interview as well as individual semi-structured interviews. The materials used in the thesis are the transcribed interviews as well as the larp. Four trans larpers from Europe participated in the study. They were all part of a specific larping tradition called Nordic larp. Through the design of the larp (Lost and) FOUND, as well as the theoretical and methodological work that underpins it, this thesis develops the method Research with Design, and situates it in relation to other research methods that include design practice. It argues for the method’s applicability beyond this study for research projects where participants’ recollection of and reflections on the research subject is of interest. The analysis of the interview data suggests that the framing produced by the magic circle of a larp under the right circumstances can support trans larpers in exploring gender in larps. In addition, the thesis argues that validation from other larpers is important for positive experiences of gender exploration, and that such validation is intricately tied to matters of intelligibility. Finally, it illustrates the implications of larping being an embodied activity, by discussing how this simultaneously provides certain opportunities for gender exploration, while complicating others.
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Roll to Save vs. Prejudice: The Phenomenology of Race in Dungeons & DragonsClements, Philip Jameson 08 December 2015 (has links)
No description available.
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A atividade de brincar na pré-escola : possibilidades de enfrentamento da alienação social a partir de um trabalho educativo em uma perspectiva humanizadora /Nunes, Rodrigo Lima. January 2019 (has links)
Orientador: Irineu Aliprando Tuim Viotto Filho / Resumo: Vinculada à linha de pesquisa “Processos formativos, infância e juventude” do Programa de Pós-graduação em Educação da UNESP – Presidente Prudente, esta pesquisa teve como objetivo engendrar possibilidades pedagógicas teórico-práticas para o ensino da brincadeira de papéis sociais, com vistas ao enfrentamento das relações sociais tendencialmente alienadas e alienantes que subjazem o desenvolvimento dos educandos na pré-escola. Defendeu-se a tese de que uma atividade de ensino da brincadeira de papéis sociais estruturada e efetivada a partir de uma prática pedagógica direta e intencional, baseada em uma práxis científica educativa que toma os pressupostos do Materialismo Histórico e Dialético, Teoria Histórico-Cultural e Pedagogia Histórico-Crítica, possibilita o enfrentamento das tendências alienadas e alienantes que se fazem presentes no desenvolvimento da consciência dos alunos quando da realização desta atividade, levando-os a um desenvolvimento humanizador. Configurou-se como uma pesquisa interventiva-formativa, na qual foram realizados momentos de estudos teóricos acerca desse fenômeno social no contexto da educação infantil, observação sistemática das aulas de uma turma de pré-2 com cerca de vinte e cinco crianças de uma instituição localizada na cidade de Presidente Prudente, realizando uma análise inicial do contexto na qual a pesquisa seria efetivada, bem como, se haviam momentos destinados a brincadeira de papéis sociais, além de momentos de experimentação formativa... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: Being linked to the research line “Formative Processes, childhood and youth” of the Postgraduate Program in Education of UNESP - Presidente Prudente, this research aimed to build theoretical and practical pedagogical possibilities for the teaching of Social Roleplaying games with purpose of confronting the alienated and alienating social relations that are present in the development of preschool students. It was defended the thesis that a teaching activity of Social Roleplaying games, structured and carried out from a direct and intentional pedagogical practice and based on an educational scientific praxis that takes the assumptions of Historical and Dialectical Materialism, Historical-Cultural Theory and Historical-Critical Pedagogy, enables the confrontation of alienated and alienating tendencies that are present in the development of students' consciousness when they perform this activity, leading them to a humanizing development. The work was configured as an intervention-formative research, in which moments of theoretical studies were conducted about this social phenomenon in the context of early childhood education, systematic observation of the classes of a pre-2 class with about twenty-five children from a institution located in the city of Presidente Prudente, in order to confront the theoretically raised data about this context and analyze if there were moments destined to Social Roleplaying games, as well as moments of formative experimentation with this activity, ... (Complete abstract click electronic access below) / Doutor
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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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Comunicação e saúde em jogo: os video games como estratégia de promoção da saúdeVasconcellos, Marcelo Simão de January 2013 (has links)
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Previous issue date: 2014-09-05 / Fundação Oswaldo Cruz. Instituto de Comunicação e Informação Científica e Tecnológica em Saúde. Rio de Janeiro, RJ, Brasil / As estratégias públicas de Comunicação e Saúde no Brasil fazem uso de variadas mídias, desde as tradicionais (impressos, rádio, televisão) até as novas mídias, como sites, blogs e redes sociais. Estas iniciativas apresentam limitações advindas de sua matriz comunicacional, que produz uma prática caracterizada por um enfoque normativo e prescritivo e pela centralização da produção, com a decorrência de não atender a diversidade e as especificidades dos múltiplos contextos culturais e sanitários de um país como o Brasil, além de estabelecer um padrão comunicativo unidirecional, sem espaço para interlocução com os cidadãos. Estas características limitam muito os resultados das políticas de Comunicação e Saúde, que não se alinham com o protagonismo inerente aos princípios do SUS, particularmente ao princípio da participação social
Esta tese investigou o potencial de Massively Multiplayer On-line Roleplaying Games (MMORPGs) para a Comunicação e Saúde sob o enfoque da promoção da saúde e teve como premissa que MMORPGs podem superar estes problemas apontados, representando uma estratégia relevante para a Comunicação e Saúde no sentido do aprimoramento da Promoção da Saúde, como espaço de desenvolvimento de uma cultura participatória na relação entre o Estado e a população, portanto como elemento de transformação da sociedade. Foram utilizados conceitos e teorias dos campos da Comunicação e Saúde e dos Game Studies para caracterizar video games como cultura participatória. Jogadores de um MMORPG (World of Warcraft) foram entrevistados como forma de refinamento da elaboração de categorias analíticas que formaram uma estrutura para análise de MMORPGs, o modelo de \201CAnálise Relacional de MMORPGs: Contextos e Dispositivo\201D (ARM). O modelo foi baseado em dois outros modelos: um do campo da comunicação, Modelo do Mercado Simbólico e um do campo dos Games Studies, o Gaming Dispositif. Concluiu-se com a confirmação do potencial dos MMORPGs para a promoção da saúde e aplicabilidade do modelo para se avaliar e orientar a produção e a análise de MMORPGs para a promoção da saúde / The public Health
Communication
strategies
in Brazil use various media, from
the
traditional
ones
(print, radio, television) to
the
new media such as websites, blogs and social
networks. These initiatives have limitations arising from its communication
mat
rix
, which
produces a practice characterized by a normative and prescriptive approach and the
centralization of production, with the result of
disregarding
the diversity and specificity of the
multiple cultural
and health
contexts of a country like Brazil
as well as establishing a standard
unidirectional communication, with no room for dialogue with citizens. These features greatly
limit the results of the policies of
Health
Communication, which do not align with the
inherent
protagonism of the SUS ́s
princi
ples, particularly the principle of social participation
This thesis investigated the potential of Massively Multiplayer Online Roleplaying Games
(MMORPGs) for
Health
Communication with a focus on health promotion and
its
premise
was that MMORPGs can overc
ome the identified
problems
,
being
a relevant strategy for
Health
Communication in the
sense improvement of health promotion,
as a space for the
development of a participatory culture in
the
relation between the state and the population,
hence
as
element of social
transformation.
T
heories from the fields of
Health
Communication
and Game Studies
were used to
characterize video games as participatory culture. Players of a
MMORPG (World of Warcraft) were
interviewed as a way of refining the developmen
t of
analytical
framework for MMORPGs, the
model
for
“
Relational Analysis of MMORPGs:
Contexts and
Apparatus
” (
R
AM).
The model was based on two other models: one
from
communication field, Symbolic Model Market
,
and
another from the f
ield
of Game
Studies,
t
he Gaming Dispositif.
The conclusion supports
the potential of MMORPGs for health
promotion and
the
applicability of the model to evaluate and guide the production and
analysis of MMORPGs for health promotion.
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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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Worldbuilding in roleplaying games : How do secondary narratives make user experiences more immersive? / Att bygga världar i rollspelPapacosta, Dimitra January 2023 (has links)
Digitala rollspel har idag allt större och mer inlevelserika spelvärldar, vilket bidrar till hög inlevelse hos användarna. Följaktligen ser genren såväl stora framgångar inom spelindustrin som ett större forskningsintresse inom akademin. För att öka inlevelseförmågan i spel ägnar sig spelutvecklare åt världsbyggande, en process som flitigt tillämpas inom den spekulativa genren. Den här studien behandlar en underkategori av världsbyggande benämnd "sekundärt berättande": berättelser inom berättelser som i spel ofta kallas "sidouppdrag" eller ”side quests”. Dessa avser alla typer av berättelser i spel som inte är en del av den primära berättelsen och därmed inte är obligatoriska för spelets slutförande. Denna studie framställer tesen att sekundära berättelser gör användarupplevelser mer inlevelserika, både på narratologiska och ludiska sätt. För att utforska tesen samlade studien in insikter från tre spelutvecklare och 63 rollspelare för att se hur de olika grupperna värderade sekundära narrativ. Studieresultaten stödjer observationen att väldesignade och välintegrerade sekundära berättelser bidrar till förhöjd spelinlevelse.
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Massively Multiplayer Online Roleplaying Gaming:Motivation to Play, Player Typologies, and AddictionLewis, Michael Scott 22 September 2016 (has links)
No description available.
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Digital Games – The key to studying Cosmopolitan Democracy? : An investigation into the suitability of Games and MMORPG communities for the study of Cosmopolitan DemocracyBridger, Matthew January 2020 (has links)
The aim of this study was to identify if digital games could be used as a method to study Cosmopolitan Democracy. Using a mixed methods approach, players of the Final Fantasy XIV (FFXIV) community were asked to answer a questionnaire concerning the importance of age, gender and nationality of other players, in order to see if their values aligned with those of Cosmopolitan Democracy. The questionnaire also investigated the use of the Auto-Translate feature in FFXIV to examine its usefulness as a lingua franca to bridge gaps in language equality. Furthermore a literature review on the use of digital games in education and ideologies was conducted. The results showed that the values of the FFXIV community do align with those of Cosmopolitan Democracy, that Auto-Translate successfully acts as a lingua franca, and that games have a history of teaching players about differing ideologies. The conclusions advocated the creation of a game based on Cosmopolitan Democracy, allowing for players to experience the democratic model and for researchers to gather data on its functionality.
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