Auswahl der wissenschaftlichen Literatur zum Thema „Tabletop Role-Playing“
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Zeitschriftenartikel zum Thema "Tabletop Role-Playing"
Forsythe, Carlie. „Roll for Initiative“. Emerging Library & Information Perspectives 3, Nr. 1 (14.07.2020): 187–98. http://dx.doi.org/10.5206/elip.v3i1.8637.
Der volle Inhalt der QuellePodvalnyi, M. A. „Consensus and Power in Tabletop Role-playing Games“. Sociology of Power 32, Nr. 3 (Oktober 2020): 53–73. http://dx.doi.org/10.22394/2074-0492-2020-3-53-73.
Der volle Inhalt der QuelleOrr, Matthew, Sara King und Melissa McGonnell. „A Qualitative Exploration of the Perceived Social Benefits of Playing Table-top Role-playing Games“. International Journal of Role-Playing, Nr. 10 (09.11.2020): 70–83. http://dx.doi.org/10.33063/ijrp.vi10.277.
Der volle Inhalt der QuelleBjørkelo, Kristian. „I Am... Bothered About D&D“. Eludamos: Journal for Computer Game Culture 13, Nr. 1 (31.12.2022): 111–21. http://dx.doi.org/10.7557/23.6981.
Der volle Inhalt der QuelleCook, Mike P., Matthew Gremo und Ryan Morgan. „Playing Around with Literature: Tabletop Role-Playing Games in Middle Grades ELA“. Voices from the Middle 25, Nr. 2 (01.12.2017): 62–69. http://dx.doi.org/10.58680/vm201729412.
Der volle Inhalt der QuelleHarviainen, J. Tuomas, Sarah Lynne Bowman, Angelina Ilieva, David Jara, Michał Mochocki und Jaakko Stenros. „International Journal of Role-playing Issue 4 - Special Issue: Role-playing in Games -- Full Issue“. International Journal of Role-Playing, Nr. 4 (12.09.2013): 1–93. http://dx.doi.org/10.33063/ijrp.vi4.225.
Der volle Inhalt der QuelleBowman, Sarah Lynne, Evan Torner, William J. White, Shekinah Hoffman, Aaron Trammell, Nikki Crenshaw, Steven L. Dashiell et al. „International Journal of Role-playing 10 -- Full Issue -- IJRP“. International Journal of Role-Playing, Nr. 10 (09.11.2020): 1–103. http://dx.doi.org/10.33063/ijrp.vi10.270.
Der volle Inhalt der QuelleMontola, Markus, Jonne Arjoranta, William J. White, Myriel Balzer, Noirin Curran und J. Tuomas Harviainen. „International Journal of Role-playing 2: Full Issue“. International Journal of Role-Playing, Nr. 2 (27.03.2011): 1–71. http://dx.doi.org/10.33063/ijrp.vi2.189.
Der volle Inhalt der QuelleFerreira, Lucas, Levi Lelis und Jim Whitehead. „Computer-Generated Music for Tabletop Role-Playing Games“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 16, Nr. 1 (01.10.2020): 59–65. http://dx.doi.org/10.1609/aiide.v16i1.7408.
Der volle Inhalt der QuelleDurheim, Benjamin. „Symbolized Reality: Liturgy and Tabletop Role-Playing Games“. Liturgy 36, Nr. 4 (02.10.2021): 52–59. http://dx.doi.org/10.1080/0458063x.2021.1990667.
Der volle Inhalt der QuelleDissertationen zum Thema "Tabletop Role-Playing"
Gasque, Travis M. „Design agency: Dissecting the layers of tabletop role-playing game campaign design“. Thesis, Georgia Institute of Technology, 2016. http://hdl.handle.net/1853/55055.
Der volle Inhalt der QuelleWhittemore, Rhys Duncan. „Tabletop Role-Playing Games and the Actual Play Show: Author, Audience, and Adaptation“. Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/103882.
Der volle Inhalt der QuelleMaster of Arts
The tabletop role-playing game, or TRPG, has been growing in popularity since the creation of Dungeons and Dragons in the 1970s, and the rise of the actual play show, where a TRPG game is broadcast to viewers via video or podcast, has spurred both casual and scholarly interest in the TRPG. Players of TRPGs create narratives through collaborative storytelling moderated by certain rules and game mechanics, so each participant in a TRPG acts as both author and audience, as they create certain elements of the narrative and also witness the narrative creations of the other players. This particular collaborative author-audience model is not seen in any other form of narrative, and existing models of author-audience interactions do not account for authorship in the TRPG. Therefore, this thesis examines how several elements of the TRPG, such as the use of game mechanics to structure the narrative, the multiple frames in which players interact with each other, and the collaboration inherent in every game, contribute to the ways that authorship and audience interact in the narrative. It also looks at how popular actual play shows and the graphic novels they've created of their narratives engage with these elements to create their own unique audience interactions. As audience participation in the development of the stories they're consuming become more prominent with the rise of video games and other interactive media, an understanding of the evolving relationship between authorship and audience developed by the TRPG becomes important for examining interactive works in general.
Pettersson, Fredrik. „Karaktärsskapandets potential och begränsningar“. Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-232025.
Der volle Inhalt der QuelleDeHart, Gretchen L. „Out of character : issues of identity, acceptance,and creativity in tabletop role-playing games“. Muncie, Ind. : Ball State University, 2008. http://cardinalscholar.bsu.edu/376.
Der volle Inhalt der QuelleLachance, Graeme. „Living Pedagogies of a Game-Master: An Autoethnographic Education of Liminal Moments“. Thesis, Université d'Ottawa / University of Ottawa, 2016. http://hdl.handle.net/10393/34468.
Der volle Inhalt der QuelleHall, Claudia. „Tabletop role-playing game characters| A transdisciplinary and autoethnographic examination of their function and importance“. Thesis, California Institute of Integral Studies, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=3743712.
Der volle Inhalt der QuelleThis dissertation uses mythological studies, psychological ideas and sociological techniques to introduce the reader to the thesis that tabletop role-playing game (TRPG) characters are intricate, semi-independent personae of their players, who have the potential to be equal in influence to an individual’s other expressions of personality (e.g. employee, parent, friend, etc). TRPG characters, like all aspects of personality, exist at the junction of mythical, psychological, and sociological forces. Unlike other personae, TRPG characters exist within alternative realities deliberately crafted from heroic mythology, which feature group-centered behavior at their core.
By examining differences between character and player perspectives, especially the group based norm of heroism common across many kinds of TRPGs, the importance of studying TRPG characters as personae in their own right is emphasized. The dissertation concludes with ways for TRPG scholars to increase emphasis on TRPG character studies, and with ways for non-TRPG studies to benefit from an increased emphasis on personae play as an important aspect of psychosocial growth, especially with regard to how heroism is understood in American culture.
Jara, Soto David [Verfasser], und Peter Paul [Akademischer Betreuer] Schnierer. „Framing Strategies in Role-Playing Games. 'My Pleasure': Toward a Poetics of Framing in Tabletop Role-playing Games / David Jara Soto ; Betreuer: Peter Paul Schnierer“. Heidelberg : Universitätsbibliothek Heidelberg, 2021. http://d-nb.info/1228700745/34.
Der volle Inhalt der QuelleComstock, Hannah Marie. „Deivisceris“. Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/103038.
Der volle Inhalt der QuelleMaster of Fine Arts
Deivisceris is a four-player tabletop game that looks into the ways horror can be created in a board game format. It examines various ideas from the horror genre as a whole while taking inspiration more directly from two subgenres of horror: body horror and cosmic horror, each of which has very different ways of evoking horror. The game includes a variety of full-color illustrations and written situations that give players a chance to make their own decisions. Deivisceris utilizes randomness in order to create a new experience every time it is played. The game board is built up differently every time it is played and characters' stats, such as strength, intelligence, and endurance, may be different in each game. The game's story is revealed through clues within the gameplay, illustrations, and text. Deivisceris is a tabletop role-playing horror experience that can be further expanded on in the future with the possibility of a larger production.
Decicio, Brendan. „The Layered Frames of Performed Tabletop: Actual-Play Podcasts and the Laminations of Media“. BYU ScholarsArchive, 2020. https://scholarsarchive.byu.edu/etd/8737.
Der volle Inhalt der QuelleGlazer, Kip. „Imagining a constructionist game-based pedagogical model| Using tabletop role-playing game creation to enhance literature education in high school English classes“. Thesis, Pepperdine University, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3731117.
Der volle Inhalt der QuelleIn today’s K-12 educational environment with the newly adopted Common Core State Standards (CCSS), improving student literacy as a foundational skill to obtain success in all other subject areas is one of the most important goals. Unfortunately, many literature curricula suffer from a lack of innovative pedagogy despite the introduction of various educational technologies meant to aid student learning. This study focused on developing a new game-based constructionist pedagogical model for literature education using tabletop role-playing game creation. Using Shulman’s (1987) Pedagogical Content Knowledge (PCK) that eventually evolved into Mishra and Kohler’s (2006) Technological Pedagogical Content Knowledge (TPACK) as the main theoretical framework, this design-based research showed how tabletop role-playing game creation as a constructionist pedagogical strategy successfully helped high school students to receive the benefits of high quality literature education.
Bücher zum Thema "Tabletop Role-Playing"
Cover, Jennifer Grouling. The creation of narrative in tabletop role-playing games. Jefferson, N.C: McFarland & Co., 2010.
Den vollen Inhalt der Quelle findenMizer, Nicholas J. Tabletop Role-Playing Games and the Experience of Imagined Worlds. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-29127-3.
Der volle Inhalt der QuelleTorres-Roman, Steven A. Dragons in the stacks: A teen librarian's guide to tabletop role-playing. Santa Barbara, California: Libraries Unlimited, 2015.
Den vollen Inhalt der Quelle findenAyala, Andrew. Minarchy: Tabletop Role-Playing Game. Lulu Press, Inc., 2021.
Den vollen Inhalt der Quelle findenExpressions, Ansuz. Adventure Module: For Tabletop Role Playing Games. Independently Published, 2019.
Den vollen Inhalt der Quelle findenRPGntbooks. RPG Journal: Tabletop and Role Playing Game Notebook. Independently Published, 2020.
Den vollen Inhalt der Quelle findenCreation of Narrative in Tabletop Role-Playing Games. McFarland & Company, Incorporated Publishers, 2010.
Den vollen Inhalt der Quelle findenPress, Bad Luck. Dungeon Master's Combat Tracker for Tabletop Role Playing Games. Independently Published, 2020.
Den vollen Inhalt der Quelle findenDavids, Erin, und Matt Davids. Dungeons: 51 Dungeons for Fantasy Tabletop Role-Playing Games. dicegeeks, 2020.
Den vollen Inhalt der Quelle findenMizer, Nicholas J. Tabletop Role-Playing Games and the Experience of Imagined Worlds. Palgrave Macmillan, 2019.
Den vollen Inhalt der Quelle findenBuchteile zum Thema "Tabletop Role-Playing"
White, William J., Jonne Arjoranta, Michael Hitchens, Jon Peterson, Evan Torner und Jonathan Walton. „Tabletop Role-Playing Games“. In Role-Playing Game Studies, 63–86. New York: Routledge, 2018.: Routledge, 2018. http://dx.doi.org/10.4324/9781315637532-4.
Der volle Inhalt der QuelleWhite, William J., Jonne Arjoranta, Michael Hitchens, Jon Peterson, Evan Torner und Jonathan Walton. „Tabletop Role-Playing Games“. In The Routledge Handbook of Role-Playing Game Studies, 68–91. New York: Routledge, 2024. http://dx.doi.org/10.4324/9781003298045-6.
Der volle Inhalt der QuelleKilmer, Elizabeth D., Adam D. Davis, Jared N. Kilmer und Adam R. Johns. „An Introduction to Tabletop Role-Playing Games“. In Therapeutically Applied Role-Playing Games, 20–26. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003281962-2.
Der volle Inhalt der QuelleKilmer, Elizabeth D., Adam D. Davis, Jared N. Kilmer und Adam R. Johns. „Common Aspects of Tabletop Role-Playing Games That Support Growth“. In Therapeutically Applied Role-Playing Games, 27–34. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003281962-3.
Der volle Inhalt der QuelleKilmer, Elizabeth D., Adam D. Davis, Jared N. Kilmer und Adam R. Johns. „Choosing the Right Tabletop Role-Playing Game System for Your Therapeutically Applied Role-Playing Game Group“. In Therapeutically Applied Role-Playing Games, 74–94. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003281962-6.
Der volle Inhalt der QuelleMizer, Nicholas J. „Introduction“. In Tabletop Role-Playing Games and the Experience of Imagined Worlds, 1–22. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-29127-3_1.
Der volle Inhalt der QuelleMizer, Nicholas J. „Entering Imagined Worlds Through Enchanted Rationalization“. In Tabletop Role-Playing Games and the Experience of Imagined Worlds, 23–46. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-29127-3_2.
Der volle Inhalt der QuelleMizer, Nicholas J. „A Life Well Played: How the Past Shapes Our Experience of Worlds“. In Tabletop Role-Playing Games and the Experience of Imagined Worlds, 47–74. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-29127-3_3.
Der volle Inhalt der QuelleMizer, Nicholas J. „Color, Song, and Choice Diction: Using Chromomancy to Summon Worlds“. In Tabletop Role-Playing Games and the Experience of Imagined Worlds, 75–122. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-29127-3_4.
Der volle Inhalt der QuelleMizer, Nicholas J. „Responsibly and Accurately: Dwelling in Imagined Worlds“. In Tabletop Role-Playing Games and the Experience of Imagined Worlds, 123–59. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-29127-3_5.
Der volle Inhalt der QuelleKonferenzberichte zum Thema "Tabletop Role-Playing"
Faria, Fabricio Guedes, Leonardo Tortoro Pereira und Claudio Fabiano Motta Toledo. „Adaptive Generation of Characters for Tabletop Role Playing Games“. In 2019 18th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 2019. http://dx.doi.org/10.1109/sbgames.2019.00016.
Der volle Inhalt der QuelleWebb, Andrew M., und Pablo Cesar. „Uncovering Seams in Distributed Play of Tabletop Role-Playing Games“. In CHI PLAY '19: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3341215.3356253.
Der volle Inhalt der QuelleKatifori, Akrivi, Dimitra Petousi, Pantelis Sakellariadis, Maria Roussou und Yannis Ioannidis. „Tabletop role playing games and creativity: The Game Master perspective“. In FDG22: 17th International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3555858.3555918.
Der volle Inhalt der QuelleLiapis, Antonios, und Alena Denisova. „The Challenge of Evaluating Player Experience in Tabletop Role-Playing Games“. In FDG 2023: Foundations of Digital Games 2023. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3582437.3582457.
Der volle Inhalt der QuelleTchernavskij, Philip, Andrew M. Webb, Hayden Gemeinhardt und Wendy E. Mackay. „Readymades & Repertoires: Artifact-Mediated Improvisation in Tabletop Role-Playing Games“. In C&C '22: Creativity and Cognition. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3527927.3532798.
Der volle Inhalt der QuelleCrain, Henry, Dan Carpenter und Chris Martens. „Evaluating a Casual Procedural Generation Tool for Tabletop Role-Playing Game Maps“. In 2022 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC). IEEE, 2022. http://dx.doi.org/10.1109/vl/hcc53370.2022.9833006.
Der volle Inhalt der QuelleKatifori, Akrivi, Dimitra Petousi, Pantelis Sakellariadis und Yannis Ioannidis. „“It’s Not Fair!” - Exploring Game Master Unfairness in Tabletop Role Playing Games“. In FDG 2024: Foundations of Digital Games. New York, NY, USA: ACM, 2024. http://dx.doi.org/10.1145/3649921.3650008.
Der volle Inhalt der QuelleCollins, Sawyer, und Selma Sabanovic. „"What Does Your Robot Do?" A Tabletop Role-Playing Game to Support Robot Design“. In 2021 30th IEEE International Conference on Robot & Human Interactive Communication (RO-MAN). IEEE, 2021. http://dx.doi.org/10.1109/ro-man50785.2021.9515554.
Der volle Inhalt der QuelleHarris, Eboneigh. „Making Sense of the Magic: Legibility, Space, and Play in Tabletop Role-Playing Games“. In 2022 AERA Annual Meeting. Washington DC: AERA, 2022. http://dx.doi.org/10.3102/1891252.
Der volle Inhalt der QuellePlijnaer, Bas A., Daisy O'Neill, Eloisa Kompier, Günter Wallner und Regina Bernhaupt. „Truesight Battle Grid - Enhancing the Game Experience of Tabletop Role-Playing through Tangible Data Visualization“. In CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3383668.3419931.
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