• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 2
  • Tagged with
  • 3
  • 3
  • 3
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 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.
1

NEGOTIATING MASCULINITY IN TABLETOP ROLEPLAYING GAME SPACES

Bendele, Rigby L 01 January 2019 (has links)
As video games and other gaming has become a popular media form, with 60% of Americans playing games daily (Entertainment Software Association [ESA], 2018), gaming communities have increased in size and participation. While scholarly research has consistently found that women are marginalized in these communities, little research has looked at how men see these communities. Research on homosociality shows that men use communities and relationships with other men to access masculinity (Bird, 1996; Dellinger, 2004; Houston, 2012). Building on game studies and masculinity studies, this research looks at the way men in tabletop roleplaying game communities understand their involvement and the ways their involvement connects with masculinity. Tabletop gaming communities give men access to a form of masculinity they may be denied, primarily by providing access to other ways of building social capital and relationships with other men.
2

Recreating the aesthetic experience of Orwell’s book nineteen eighty four as a Tabletop roleplaying rule set : A systemic perspective on rules as the aesthetic space in Oceania 2084

Eriksson, Johan January 2023 (has links)
By examining the results of an iterative design process, specifically a tabletop roleplaying game, Oceania 2084, this thesis aims to formulate a generalizable design process applicable when translating a work of fiction into a ruleset. The object that was translated into a ruleset was the book Nineteen Eighty-Four written by George Orwell in 1949. The iterative game development process spanned over 2.5 years and the author provides documents from 2phases of playtesting and discusses how the playtest results influenced design choices. In addition to the analysis of the effects of playtest results, the author also explores various game design decisions by means of auto-ethnographic analysis, and semiotic analysis. / Genom att undersöka resultatet av en iterativ designprocess för ett bordsrollspel, Oceania2084, så syftar denna uppsats till att formulera en generaliserbar designprocess för översättningen av ett skönlitterärt verk till ett regelsystem. Objektet som översatts till ett regelsystem är boken 1984 skriven av George Orwell år 1949. Den iterativa utvecklingsprocessen sträckte sig över en 3 års period, och författaren inkluderar dokumentation från 2 speltestningsfaser och analyserar hur dessa resultat påverkade de tagna designbesluten. Utöver att analysera speltesternas resultat så utforskas en mängd designbeslut genom autoetnografisk analys, och semiotisk analys.
3

Which Foot Forward? : An analysis of footing in the Dungeons & Dragons stream Critical Role

Lindhagen, 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.

Page generated in 0.0954 seconds