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1

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.

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Tabletop role-playing games originated in the 1970s with the introduction of the popular role-playing game, Dungeons & Dragons. Today, tabletop role-playing games make for valuable investments in libraries as they are effective tools for providing rich environments for learning and developing a variety of social and technical skills. This paper largely focuses on collecting tabletop role-playing games in libraries, as well as provides an introduction to role-playing games, their systems and mechanics, and how games are published.
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Podvalnyi, 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.

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This article is dedicated to the issue of achieving consensus in tabletop role-playing games and also addresses the question of how exactly play­ers gain power over the interpretation of events within a tabletop RPG. A tabletop role-playing game presupposes that its participants constantly articulate statements which shift the current configuration of in-game elements and also play the role of being artistic descriptions of said shifts. The alternation and interplay of performative and descriptive statements, their convolution and also the fact that, in tabletop RPGs, unlike in the majority of the rest of the games known to humanity, the same words from natural languages are used both in order to produce a shift in abstract, symbolic structure of a game, and to artistically describe said shift, all lead to the situation where participants cannot tell a proper symbolic system of a given game from other symbolic systems which this game refers to. In this article, we propose an analytical model of a tabletop RPG which would make it possible to draw stricter borderlines between a given RPG’s fictional world and its inner symbolic structure. Furthermore, it would allow us to formulate a clearer question regarding the structures of power produced while playing an RPG, and what exactly players gain control over while playing it. Moreover, this model would enable us to explore in detail the processes of the individual and collective interpretation of events in a tabletop RPG, and classify facts within said interpretation in relation to whether they are held to be objectively or subjectively true.
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Orr, 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.

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This study explored the lived experiences of young adults who play tabletop role-playing games (TRPGs) to gain deeper insights into the perceived social impact of tabletop role-playing games. Six young adults (3 men, 3 women) between the ages of 19 and 24 (M = 21.2, SD = 2.6) were recruited from role-playing communities within Nova Scotia, Canada. The Strengths and Difficulties Questionnaire (SDQ) was used to assess perceived social competence and semi-structured interviews were conducted to collect detailed qualitative data about lived experiences with role-playing games. Responses on the SDQ indicated that participants had typical strengths and difficulties with respect to social competence at the time of the current study. The qualitative description indicated the emergence of four main themes related to role-playing games from the interviews: Content Focus, Social Focus, Creativity Focus, and Identity Focus. The themes present in the interviews are consistent with findings from previous case study research, suggesting that role-playing games may have the potential to improve perceived social competence, and further elucidate the lived experiences of people who play role-playing games in terms of why they engage with tabletop role-playing games.
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Bjørkelo, 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.

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Is Dungeons & Dragons receiving too much attention in game studies compared to other tabletop role playing games? And what, if any, are the issues with this? In this commentary the author creates an overview of the overwhelming focus on Dungeons & Dragons in game studies journals and puts it in relation to the cultural and economic position of the popular role playing games. The author calls for a more diverse and critical approach to tabletop role playing games in game studies, and the need to take into account the different playstyles fostered by different mechanics and the communities that form around the games.
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Cook, 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.

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The ever-increasing interest in gaming, both in and out of school, suggests the need for further examinations of the affordances and educational possibilities that lie within gaming, especially within English language arts and literacy classrooms. This article describes the experiences of two middle school ELA classes implementing a tabletop role-playing game in their literature study. Moreover, we share the related benefits to student learning and suggestions, support, and resources for teachers interested in utilizing gaming to foster literary and literacy learning in their own classrooms.
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Harviainen, 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.

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International Journal of Role-playing Issue 4 -- Full Issue Table of Contents J. Tuomas Harviainen -- "Editorial -- Special issue: Role-Playing in Games" This special issue contains five articles chosen from amongst those presented at the Role-Playing in Games seminar at the University of Tampere, Finland, April 10-11, 2012. Several others from that seminar will be appearing in future issues of this journal. Read the full editorial here Sarah Lynne Bowman -- "Social Conflict in Role-Playing Communities: An Exploratory Qualitative Study" Much of the current research in the field of role-playing studies focuses upon the positive impact that games can have on the lives of participants. This research describes potential problems within role-playing communities. Angelina Ilieva -- "Cultural Languages of Role-Playing" Role-play interaction in live role- playing games is also language interaction. Role-playing language is different from everyday language, because the worlds created in role-play are not just a reflection or extension of everyday life. David Jara -- "A Closer Look at the (Rule-) Books: Framings and Paratexts in Tabletop Role-playing Games" As texts which are based on collaborative and interactive narration, tabletop – also known as “pen and paper” – role- playing games (TRPGs) are distinct in their technological simplicity. Michał Mochocki -- "Edu-Larp as Revision of Subject-Matter Knowledge" The paper presents theoretical foundations of the author’s approach to the design of edu- larps. It is deliberately steering away from cross-disciplinary teaching, artistic education or soft skills training in order to advocate larps tailored to single school subjects, focused on integration and consolidation of curricular knowledge. Jaakko Stenros -- "Between Game Facilitation and Performance: Interactive Actors and Non- Player Characters in Larps" The challenge of combining narrative and gameplay in live action role-playing games (larps) has been successfully negotiated with the use of runtime game mastering and interactive actors (ractors) performing non-player characters (NPC).
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Bowman, 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.

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IJRP 10: Social Dynamics within Role-playing Communities Table of Contents Shekinah Hoffman, “Dedication” This issue is dedicated to Dr. Matthew. M. LeClaire (1989-2018), with a special memorial from his close colleague Shekinah Hoffman, as well as biographical information about his many accomplishments from his parents, Guy M. and Mary Jo LeClaire. Sarah Lynne Bowman, Evan Torner, and William J. White, “Editorial: Retrospective, Challenges, and Persistence” This editorial discusses the history of the journal, including shifts in scope. The editors also thank the contributors and reviewers for their persistence in times of great challenge. Aaron Trammell and Nikki Crenshaw, “The Damsel and the Courtesan: Quantifying Consent in Early Dungeons & Dragons” This article applies critical gender theory to early fanzine discourse. The authors examine discussions around rules for sexual encounters that were seen to objectify women characters. Steven L. Dashiell, “Hooligans at the Table: The Concept of Male Preserves in Tabletop Role-playing Games” This paper examines sociolinguistics in tabletop role-playing communities, asserting that player behaviors such as “rules lawyering” and “gamesplaining” privilege exclusionary “nerd” masculinity. William J. White, “Indie Gaming Meets the Nordic Scene: A Dramatistic Analysis” This article analyzes a discussion between indie designers Ron Edwards from the Forge and Tobias Wrigstad from Jeepform. The author applies Kenneth Burke’s dramatic pendad to the rhetorical moves made by each participant. Matthew M. LeClaire, “Live Action Role-playing: Transcending the Magic Circle” This participant-observer ethnography examines the ways in which Dagorhir larpers explore identity and negotiate social dynamics withing their role-playing community. Matthew Orr, Sara King, and Melissa McGonnell, “A Qualitative Exploration of the Perceived Social Benefits of Playing Table-top Role-playing Games” This qualitative analysis discusses how participants perceived tabletop role-playing as beneficial to the development of their social competence. Juliane Homann, “Not Only Play: Experiences of Playing a Professor Character at College of Wizardry with a Professional Background in Teaching” This paper presents experiences of teachers who played professors at the larp College of Wizardry, applying concepts from studies of work and leisure.
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Montola, 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.

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International Journal of Role-Playing Issue 2: Full Issue Table of Contents Editorial -- Markus MontolaThe International Journal of Role-Playing is a response to a growing need for a place where the varied and wonderful fields of role-playing research and development, covering academia, the industry and the arts, can exchange knowledge and research, form networks and communicate. Jonne Arjoranta -- Defining Role-Playing Games as Language-Games This paper looks at one of the latest attempts to define role-playing games, and shows some potential problems with it. As an answer to these problems another definition is proposed, consisting of a game world, participants, shared narrative power and interaction. William J. White -- Playing House in a World of Night: Discursive Trajectories of Masculinity in a Tabletop Role-Playing Game Using excerpts from the transcript of a tabletop role-playing game session, this study examines how male players enact ideas about masculinity. Myriel Balzer -- Immersion as a Prerequisite of the Didactical Potential of Role-Playing The article deals with the relation of immersion and the didactical potential of role-playing. It fathoms the extent to which role-playing games without a didactical goal still have didactical potential, as well as the extent to which this potential is being exploited. Noirin Curran -- Stereotypes and Individual Differences in Role-playing Games Investigating earlier research into the individual differences in those who play role-playing games, this article provides a comprehensive review of research in the areas of demographics, interests, personality and identity as they pertain to gamers. J. Tuomas Harviainen -- Sadomasochist Role-Playing as Live-Action Role-Playing: A Trait-Descriptive Analysis This article describes sadomasochist role-playing which is physically performed by its participants, and compares that to live-action role-playing.
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Ferreira, 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.

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In this paper we present Bardo Composer, a system to generate background music for tabletop role-playing games. Bardo Composer uses a speech recognition system to translate player speech into text, which is classified according to a model of emotion. Bardo Composer then uses Stochastic Bi-Objective Beam Search, a variant of Stochastic Beam Search that we introduce in this paper, with a neural model to generate musical pieces conveying the desired emotion. We performed a user study with 116 participants to evaluate whether people are able to correctly identify the emotion conveyed in the pieces generated by the system. In our study we used pieces generated for Call of the Wild, a Dungeons and Dragons campaign available on YouTube. Our results show that human subjects could correctly identify the emotion of the generated music pieces as accurately as they were able to identify the emotion of pieces written by humans.
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Durheim, 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.

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Harviainen, J. Tuomas, Mikael Hellström, Karl Bergström, Petri Lankoski, Simo Järvelä und Mikko Meriläinen. „International Journal of Role-playing 3: Full Issue“. International Journal of Role-Playing, Nr. 3 (28.12.2012): 1–69. http://dx.doi.org/10.33063/ijrp.vi3.219.

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International Journal of Role-playing 3: Full Issue Table of Contents J. Tuomas Harviainen, "Editorial" The year and a half since the publication of issue two has both seen incredible formal advancements within the study of role-playing as well as witnessed several cases of people trying to reinvent the proverbial wheel, or to improve it while not actually acknowledging its existence. Karl Bergström -- "Creativity Rules: How Rules Impact Player Creativity in Three Tabletop Role-playing Games" This article sheds light on how different rules systems for tabletop role-playing games (TRPGs) impact players’ sense of creativity. It uses interviews and group discussions to make the players reflect on how they are influenced by rules of their game. Petri Lankoski and Simo Järvelä -- "An Embodied Cognition Approach for Understanding Role-playing" The article proposes that the theories of grounded cognition and embodiment can be utilized in explaining the role-playing experience. Mikael Hellström -- "A Tale of Two Cities: Symbolic Capital and Larp Community Formation in Canada and Sweden" The purpose of this article is to locate common authoritative symbols in the larp presentations from two cities, and use Bourdieu’s theory to identify central norms in the material and how they can be significant as a homogenizing force within a larp community. Mikko Meriläinen -- "The Self-Perceived Effects of the Role-playing Hobby on Personal Development: A Survey Report" Investigating earlier research into the individual differences in those who play role-playing games, this article provides a comprehensive review of research in the areas of demographics, interests, personality and identity as they pertain to gamers.
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Bowman, Sarah Lynne. „Editorial - Special Issue: Role-playing and Simulation in Education Conference 2018“. International Journal of Role-Playing, Nr. 8 (28.12.2018): 2–4. http://dx.doi.org/10.33063/ijrp.vi8.258.

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IJRP 8: Special Issue — Role-playing and Simulation in Education 2018 Table of Contents Sarah Lynne Bowman, “Editorial” This special issue contains five articles chosen from among those presented at the Role-playing and Simulation in Education Conference at Northeastern University in Boston, MA, on May 17, 2018. Ken Koziej and Mikael Hellström, “Year Zero Economics: Using Edu-Larping to Explore Economic Systems in the Ninth Grade” This paper describes the process of converting elements of the game Mutant: Year Zero for teaching a ninth grade unit on economics, how students played the unit, and the post-game evaluation. Magdalene Loh, “Edu-Larping for Career Design” This paper explains the basis and structure of the Career Design Life Game, which helps participants better understand the job market by mimicking the actual world of school and jobs. Rian Rezende, Sabrina Araujo, and Denise Portinari, “Wonder Cards Storytelling: Imagination, Storytelling, and Role-playing in the Creation of Objects, Spaces, and Experiences” This article explores storytelling and role-playing as resources to create objects, spaces, and experiences in the design of the Wonder Cards. Susan Weiner, “Case Studies as Tabletop RPGs” This paper introduces a method of implementing case studies in the college classroom by using a tabletop framework, allowing students the agency to make decisions that have impact within the world of the case study.
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Körner, Robert, Jana Kammerhoff und Astrid Schütz. „Who Commands the Little Soldiers?“ Journal of Individual Differences 42, Nr. 1 (Januar 2021): 19–29. http://dx.doi.org/10.1027/1614-0001/a000326.

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Abstract. The popularity of miniature wargames (MWGs) has recently been on the rise. We aimed to identify the personality characteristics of people who play MWGs. Whereas the popular media have suspected that fantasy role-playing and war-related games cause antisocial behavior, past research on tabletop role-playing has shown that gamers are creative and empathetic individuals. Previous studies have investigated pen-and-paper tabletop games, which require imagination and cooperation between players. Tabletop MWGs are somewhat different because players compete against each other, and there is a strong focus on war-related actions. Thus, people have voiced the suspicion that players of this type of game may be rather aggressive. In the present study, 250 male MWG players completed questionnaires on the Big Five, authoritarianism, risk-orientation, and motives as well as an intelligence test. The same measures were administered to non-gamers, tabletop role-playing gamers, and first-person shooter gamers. Results indicated that according to self-reports, MWG players are more open, more extraverted, and have a higher need for affiliation than non-gamers. Further, high scores on reasoning and low scores on authoritarianism were typical of MWG players, and MWG players were similar to other gamers on these characteristics. All in all, our findings show that despite their penchant for (re)-enacting war scenes, MWG players seem to be open, nonauthoritarian individuals. Future research may add to these findings by using observer reports and longitudinal research to better understand whether intelligent and nontraditional people are attracted to MWGs or whether the setting of MWGs supports the development of such traits.
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Shcherbakova, Milena Viktorovna, und Nikita Pavlovich Komlev. „Media linguistic features of the tabletop role-playing game text“. Litera, Nr. 3 (März 2024): 183–89. http://dx.doi.org/10.25136/2409-8698.2024.3.70142.

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The subject of the study is the media linguistic features of the text of a tabletop role-playing game (TRPG). The purpose of the work is to identify the essential features of the media text and answer the question: can media accompaniment of a tabletop role–playing game be considered a media text? Despite the sufficient elaboration of the topic of media communications on the Internet, the research material is a little-studied phenomenon. The research material is transcripts of sessions of the board RPG "Dungeons & Dragons" from fragments of the TV show "Critical Role" on streaming platforms. The study examined the emergence and development of the media text concept, noting a significant expansion of this term semantics in the context of media globalization. Further, the typological properties of the media text as an object of linguistic media research were systematized and the text of the TRPG was analyzed for compliance with existing criteria. The article used descriptive and comparative methods; a statistical method to assess the popularity of the TRPG. When working with the transcript of the game, Python programming methods were implemented: to increase clarity and create a correct text transcription. As a result, conclusions were drawn about the presence of such media linguistic features in the media accompaniment of TRPG as collective authorship, hypertextuality, interactivity and etc., which constituted the scientific novelty of the study. Comparative analysis by criteria allowed us to trace qualitative changes in the typology of media texts. In addition, the expediency of expanding the terminological apparatus of media linguistics was emphasized, which correlates with the study of transmedia narration. The results of the observations can be applied to improve the text-generation that accompanies the gameplay, and can also be used to conduct similar studies based on the speech material of TRPGs.
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Mehrstam, Christian. „Berättare i trikåer“. Tidskrift för litteraturvetenskap 47, Nr. 1 (01.01.2017): 78–93. http://dx.doi.org/10.54797/tfl.v47i1.8431.

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Narrators in Tights. The Thematic Turn in Swedish Tabletop Role-Playing Games The concept of theme in tabletop role-playing games is examined from the joint perspectives of comparative literature and game studies, focusing mainly on the independent tabletop role-playing game Supercrew by Tobias Radesäter, published in 2006. The article starts with a theoretical separation of motif and theme, where the latter represents a question, problem or issue that generates narrative by use of elements from common motifs. Against the background of Swedish and international games published 1974–2006, it is argued that Supercrew represents a turning point in Swedish role-playing game history. Earlier mainstream role-playing games generate theme mainly through settings and scenarios, whereas later games to a larger extent also gene rate theme through the game rules. Supercrew is described as a unique example of a meta- and paragame in the superhero genre, presented entirely in the form of a comic book. It is shown how the game is influenced by American indie role-playing game design from The Forge, notably byrefe rencing the term ”narrativism”, by the introduction of conflict resolution, and by the distribution of traditional game master power. However, Supercrew does not adopt the crucial concepts of premise and theme, adapted by Ron Edwards from the theory of Lajos Egri. Instead, it regulates the relationship between real world, game world, and traditional (fantasy) game world so that it becomes the theme of the game. Referencing Gary Alan Fine’s use of frame analysis and awareness context, it is demonstrated how this is achieved by a subversion of pretense–open awareness, and by collapsing the primary, game and fantasy frames in Supercrew while keeping the traditional way of gaming as a metadiegetic reference. The article ends by remarking that a thematic turn only implies that theme is commonly generated in a different way after the turn than it commonly was before. This does not necessarily entail that role-playing game narratives are now stronger than they once were. It is suggested that further studies could benefit from analyzing editions of the same game from before and after the turn.
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Bowman, Sarah Lynne, und Josephine Baird. „transformative potential of immersive experiences within role-playing communities“. Revista de Estudos Universitários - REU 48 (21.11.2022): e022013. http://dx.doi.org/10.22484/2177-5788.2022v48id5028.

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Analog role-playing games provide an avenue for players to explore a diversity of experiences and self-concepts by playing out new roles in a co-created fictional reality. This article provides a theoretical framework for this process, discussing the nature of consensus reality as a force that can suppress forms of identity expression that individuals find authentic. We discuss how live action role-playing (larp) and tabletop games can provide transformational containers, where individuals can explore new ways of being, relating, and enacting beliefs through the experience of increased agency. As an example, we discuss our larp, Euphoria, which was designed as a role-playing game environment reflecting queer performance spaces within which participants can express gender and sexual identities that feel more authentic.
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Padovani, Rafael, Lucas Ferreira und Levi Lelis. „Bardo: Emotion-Based Music Recommendation for Tabletop Role-Playing Games“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, Nr. 1 (25.06.2021): 214–20. http://dx.doi.org/10.1609/aiide.v13i1.12958.

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In this paper we introduce Bardo, a real-time intelligent system to automatically select the background music for tabletop role-playing games. Bardo uses an off-the-shelf speech recognition system to transform into text what the players say during a game session, and a supervised learning algorithm to classify the text into an emotion. Bardo then selects and plays as background music a song representing the classified emotion. We evaluate Bardo with a Dungeons and Dragons (D&D) campaign available on YouTube. Accuracy experiments show that a simple Naive Bayes classifier is able to obtain good prediction accuracy in our classification task. A user study in which people evaluated edited versions of the D&D videos suggests that Bardo's selections can be better than those used in the original videos of the campaign.
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Ferreira, Lucas, und Jim Whitehead. „MTG: Context-Based Music Composition for Tabletop Role-Playing Games“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, Nr. 1 (25.06.2021): 286–88. http://dx.doi.org/10.1609/aiide.v13i1.12914.

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This project aims to compose background music in real-time for tabletop role-playing games. To accomplish this goal, we propose a system called MTG that listens to players' speeches in order to recognize the context of the current scene and generate background music to match the scene. A speech recognition system is used to transcribe players' speeches to text and a supervised learning algorithm detects when scene transitions take place. In its current version, a scene transition occurs whenever the emotional state of the narrative changes. Moreover, the background music is not generated, but selected based on its emotion from a library of hand-authored pieces. As future work, we plan to generate the background music considering the current scene context and the probability of scene transition. We also consider to retrieve more information from the narrative to detect scene transitions, such as the scene's location and time of the day as well as actions taken by characters.
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Mercante, David E., Diego Adão, Mariel Mendez, Kelsy C. N. Areco, Paulo B. Paiva, Dartiu Xavier Silveira und Thiago Marques Fidalgo. „Factors Related to Pathological Game Patterns Among Role-playing Game (RPG) Players“. Canadian Journal of Addiction 15, Nr. 2 (Juni 2024): 33–39. http://dx.doi.org/10.1097/cxa.0000000000000179.

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ABSTRACT Objective: Role-playing games (RPGs) are a ludic and essentially cooperative activity performed in groups and characterized by verbal dramatization of fictional characters. The aim of this study was to identify the sociodemographic profile of tabletop RPG players and to examine the relationship between pathological game patterns among tabletop RPG players and sociodemographic characteristics, game habits, and psychopathological symptoms. Previously, research investigated the occurrence of psychopathological symptoms in RPG players, but none have investigated the relationship between pathological game patterns and psychosocial characteristics in tabletop RPG players. We hypothesize that a pathological relationship with the game is related to the players’ personal and social characteristics. Methods: One hundred fifteen subjects, ages 16 to 55 years old, 92.2% male and 7.8% female, were accessed, and 70 participants completed self-report questionnaires on gaming behaviours and preferences, sociodemographic characteristics, and psychological symptoms. Results: Having no emotional support, parents who were not interested in RPG and performing the role of player in the game were related to the high-risk group (P<0.05). No independent variables were identified for the low-risk group. All subjects in the high-risk group were also positive on the anxiety scale (P<0.05). Conclusions: Personal characteristics such as having no emotional support and parents who are not interested in RPG seems to play a more important role regarding the establishment of a pathological relationship to tabletop RPG playing. Therefore, this subgroup should be carefully evaluated. Objectif: Les jeux de rôle (JDR) sont une activité ludique et essentiellement coopérative pratiquée en groupe et caractérisée par la mise en scène verbale de personnages fictifs. L’objectif de cette étude était d’identifier le profil sociodémographique des joueurs de JDR sur table et d’examiner la relation entre les habitudes de jeu pathologiques chez les joueurs de JDR sur table et les caractéristiques sociodémographiques, les habitudes de jeu et les symptômes psychopathologiques. Des recherches ont déjà été menées sur l’apparition de symptômes psychopathologiques chez les joueurs de JDR, mais aucune n’a étudié la relation entre les habitudes de jeu pathologiques et les caractéristiques psychosociales des joueurs de JDR sur table. Nous émettons l’hypothèse qu’une relation pathologique avec le jeu est liée aux caractéristiques personnelles et sociales des joueurs. Méthodes: Cent quinze sujets, âgés de 16 à 55 ans, 92,2% d’hommes et 7,8% de femmes, ont été recrutés et 70 participants ont rempli des questionnaires d’auto-évaluation sur les comportements et les préférences en matière de jeu, les caractéristiques sociodémographiques et les symptômes psychologiques. Résultats: L’absence de soutien émotionnel, le manque d’intérêt des parents pour le JDR et le fait de jouer le rôle de joueur dans le jeu étaient liés au groupe à haut risque (P<0,05). Aucune variable indépendante n’a été identifiée pour le groupe à faible risque. Tous les sujets du groupe à haut risque étaient également positifs sur l'échelle d’anxiété (P<0.05). Conclusion: Les caractéristiques personnelles telles que l’absence de soutien émotionnel et le manque d’intérêt des parents pour les JDR semblent jouer un rôle plus important dans l'établissement d’une relation pathologique avec les JDR sur table. Par conséquent, ce sous-groupe devrait être soigneusement évalué.
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Zdravkova, Katerina. „Learning computer ethics and social responsibility with tabletop role-playing games“. Journal of Information, Communication and Ethics in Society 12, Nr. 1 (04.03.2014): 60–75. http://dx.doi.org/10.1108/jices-09-2013-0038.

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Purpose – Tabletop online role-playing games enable active learning appropriate for different ages and learner capabilities. They have also been implemented in computer and engineering ethics courses. The paper aims to discuss these issues. Design/methodology/approach – This paper presents the experience of implementing role-playing in several courses embedded in Web 2.0 environment, with an intention to confront complex and sometimes mutually conflicting concepts, and integrate them into a whole. Findings – Typical examples introducing two basic scenarios representing individual and collaborative learning scripts are presented together with the detailed analysis how the games were performed, the effort to participate in, and to maintain them. Particular attention is paid to student feedback. Originality/value – The paper concludes with the basic findings of the effects of role-playing in current learning computer ethics and social responsibilities courses, and recommendations for future implementation of similar asynchronous learning online activities in order to increase their academic value and prepare students for their forthcoming professional integration.
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Bowman, Sarah Lynne, William J. White, Evan Torner, Kjell Hedgard Hugaas, Orla Walsh, Conor Linehan, Emry Sottile et al. „International Journal of Role-playing 15 -- Full Issue“. International Journal of Role-Playing, Nr. 15 (17.06.2024): 1–210. http://dx.doi.org/10.33063/ijrp.vi15.635.

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Sarah Lynne Bowman, William J. White, Evan Torner -- "Editorial: The Increasing Specificity and Maturity of Role-playing Game Studies" Kjell Hedgard Hugaas -- “Bleed and Identity: A Conceptual Model of Bleed and How Bleed-out from Role-playing Games Can Affect a Player’s Sense of Self” Orla Walsh and Conor Linehan -- “Roll for Insight: Understanding How the Experience of Playing Dungeons & Dragons Impacts the Mental Health of a Frequent Player” Emry Sottile -- “‘It Might Have a Little to Do with Wish Fulfillment’: The Life-Giving Force of Queer Performance in TTRPG Spaces” Kerttu Lehto -- “Nordic Larp as a Method in Mental Health Care and Substance Abuse Work: Case SÄRÖT” Lennart Bartenstein -- “Live Action Role-playing (Larp) in Cognitive Behavioral Psychotherapy: A Case Study” Maryanne Cullinan -- “Surveying the Perspectives of Middle and High School Educators Who Use Role-playing Games as Pedagogy” Mátyás Hartyándi and Gijs van Bilsen -- “Playing With Leadership: A Multiple-Case Study of Leadership Development Larps” Jeremy Riel and Rob Monahan -- “Learning from Ludemes: An Inventory of Common Player Actions within Tabletop Role-Playing Games (TTRPGs) to Inform Principled Design of Game-Based Learning Experiences”
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Lasley, Joe. „Fantasy In Real Life: Making Meaning from Vicarious Experiences with a Tabletop RPG Internet Stream“. International Journal of Role-Playing, Nr. 11 (20.12.2021): 48–71. http://dx.doi.org/10.33063/ijrp.vi11.283.

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This study investigated the experiences of people who claimed exposure to Critical Role, a web series featuring a group of voice actors playing a tabletop role-playing game (TRPG), impacted their lives in meaningful ways beyond entertain-ment. Building on previous research that documented players engaging in role-playing games, livestreaming, and role-playing game (RPG) fandom subculture, this study specifically explored the perspectives of individuals who reported a transformation-al impact of experiencing gaming vicariously through watching Critical Role. This paper reports a detailed narrative of one of the cases from qualitative interviews, which conveys major themes that illustrate the perspective of the individual watching. The paper compliments this detailed case description with a discussion of findings from seven in depth interviews to explore the experiences of the interviewee focused on in the context of the study sample. This study is primarily focused on the individ-ual watchers’ experience of gameplay and role-playing experiences, which they attribute to personal growth. The term paraso-cial gaming is introduced to characterize a part of vicarious experience associated with watching media figures playing games.
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Weiner, Susan. „Case Studies as Tabletop RPGs“. International Journal of Role-Playing, Nr. 8 (28.12.2018): 21–25. http://dx.doi.org/10.33063/ijrp.vi8.262.

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For many college educators, case studies provide a relatively easy form of active learning to implement. Students connect with them and can see the application and value. There are resources for published case studies available for free online and they can be applicable to almost any topic. However, frequently, case studies mostly involve research that can be divided up among group members with perhaps a few thinking and discussing questions at the end. In this article, I introduce a method of implementing case studies using a tabletop framework, allowing students the agency to make decisions that have impact within the world of the case study. Approaching the case study like a tabletop role-playing game (RPG) provides a more interactive and realistic feeling format. In a tabletop RPG, generally the players specialize. They have roles that only they can provide. Similarly, students can become “specialists” on their part of the case study and bring that expertise back. They may take on the role of particular stakeholders within the issue they are addressing. This structure allows students to teach each other and also discourages “slacking” in which a few people do all the work for the group. This method can also allow for a “role-playing” aspect, in which a student is considering the decisions that are relevant to their specialty from the specialist’s perspective. Also, in a tabletop RPG, there are many points at which the players need to make decisions that affect what happens to their characters in the follow-up. While there are many divided case studies, most of them do not change based on decisions made in prior parts. Due to the interactive nature and direct responses to student decisions, students can feel like their answers matter and get feedback about their choices. Depending on class size, length, and preparation, the results may come within a class session or between class sessions. Either way, their actions matter. These pieces together can give students a sense of ownership and agency over their work and improve understanding of complicated topics.
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Pittman, Jason, und Christopher Paul. „Seeking Fulfillment: Comparing Role-Play in Table-top Gaming and World of Warcraft“. International Journal of Role-Playing, Nr. 1 (30.12.2008): 53–65. http://dx.doi.org/10.33063/ijrp.vi1.187.

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In the midst of the massive growth in the numbers of people participating in massively multiplayer online role-playing games (MMORPGs), study of the role-playing within these games is increasingly marginalized, as role-playing servers are developed to segregate player bases and as scholars increasingly focus on the non-role-playing aspects of online game play. We seek toaddress that disconnection by studying relative levels of fulfillment and frequency of tabletop and online role-playing for World of Warcraft (WoW) subscribers. Finally, demographic information taken from the players themselves aids in guiding future research about which type of role-play gamers are more likely to participate in and find fulfilling. By looking at the age, location, and gender of players the relative merits of each type of role-playing is discussed, pointing to strategies to capitalize on the strengths and minimize the failings of each venue for role-playing. This study aids both the online and offline gaming industry in better understanding their target role-playing audiences, while providing a grounded study of avid role-players to support analysis of game dynamics.
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Bean, Anthony, und Megan Connell. „The Rise of the Use of TTRPGs and RPGs in Therapeutic Endeavors“. Journal of Psychology and Psychotherapy Research 10 (02.03.2023): 1–12. http://dx.doi.org/10.12974/2313-1047.2023.10.01.

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Dungeons and Dragons (D&D) is a popular fantasy tabletop role-playing game (RPG) that has been enjoyed by millions of players since its creation in the 1970s. The game is played by a group of players, each of whom takes on the role of a character in a fantasy world. The players work together to complete quests, overcome obstacles, and defeat monsters while a "Dungeon Master" (DM) manages the story and controls the non-player characters (NPCs). In recent years, there has been an increasing interest in using D&D and other tabletop RPGs as a form of mental health therapy. This is because the game can provide a safe and supportive environment for players to explore and express their emotions, work on personal issues, and build social skills. Tabletop RPGs can help foster personal growth in several ways: Problem-solving, Decision-Making, Emotional Intelligence, Communication, Creativity, Self-Esteem, and even Confidence. Mental health professionals have begun incorporating Tabletop RPGs into their sessions as a way to engage their clients in a fun and interactive way and it should be used in conjunction with other forms of treatment.
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Slobuski, Teresa, Diane Robson und PJ Bentley. „Arranging the Pieces: A Survey of Library Practices Related to a Tabletop Game Collection“. Evidence Based Library and Information Practice 12, Nr. 1 (15.03.2017): 2. http://dx.doi.org/10.18438/b84c96.

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Abstract Objective – The purpose of this study is to explore collection development, cataloguing, processing, and circulation practices for tabletop game collections in libraries. This study used the term “tabletop games” to refer to the array of game styles that are played in real-world, social settings, such as board games, dice and card games, collectible card games, and role-playing games. Methods – An online survey regarding tabletop games in libraries was developed with input from academic, public, and school librarians. Participants were recruited utilizing a snowball sampling technique involving electronic outlets and discussion lists used by librarians in school, public, and academic libraries. Results – One hundred nineteen libraries answered the survey. The results show that tabletop games have a presence in libraries, but practices vary in regard to collection development, cataloguing, processing, and circulation. Conclusion – Results indicate that libraries are somewhat fragmented in their procedures for tabletop collections. Libraries can benefit from better understanding how others acquire, process, and use these collections. Although they are different to other library collections, tabletop games do not suffer from extensive loss and bibliographic records are becoming more available. Best practices and guidance are still needed to fully integrate games into libraries and to help librarians feel comfortable piloting their own tabletop collections.
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Dashiell, Steven L. „Hooligans at the Table: The Concept of Male Preserves in Tabletop Role-playing Games“. International Journal of Role-Playing, Nr. 10 (09.11.2020): 26–39. http://dx.doi.org/10.33063/ijrp.vi10.274.

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This paper examines the nature of conversations that occur at gaming tables in tabletop role-playing games (TRPGs) and the degree to which gendered communication impacts how individuals participate in gaming sessions. There is a host of research discussing barriers for women and minorities in terms of full representation and interaction in gaming and “geek” spaces (Garcia 2017; Reagle 2015; Stang and Trammell 2019). I assert that one rationale for this limitation is the domination of gaming spaces by men, particularly middle-class White men, and the subculture that comes along with this demographic. Dunning (1986) discusses the concept of male preserves, how sports in particular create subcultures that prize behavior and language that are associated with men and embodied in the male form. I discuss how the TRPG table is a male preserve, encouraging a level of dominance that colors table talk and acceptable norms (Dunning, Murphy and Williams 2014). The masculine nature of the discussion style of this table talk is more difficult by subaltern groups because of the clear association with “stereotypical” gamers, commonly White and male, and this difficulty is demonstrated in various ways (Bowman 2013; Hendricks 2006; Ilieva 2013). I surmise that while diversity has always existed and proceeds to improve in tabletop gaming, the subcultural elements of a male preserve remain difficult to uproot.
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White, William J. „Actual Play at the Forge: A Rhetorical Approach“. International Journal of Role-Playing, Nr. 7 (02.12.2016): 36–39. http://dx.doi.org/10.33063/ijrp.vi7.256.

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This paper takes a rhetorical perspective to examine an “actual play” (AP) discussion thread from indie-rpgs.com, popularly known as “the Forge,” an influential and controversial online forum for tabletop role-playing game (TRPG) design that was active primarily during the first decade of the 21st century. It describes the thread as constituting a skilled discursive performance applying the Forge’s “Big Model” to a dialogical phenomenology of play that enabled interlocutors to diagnose game-related sources of frustration, unhappiness or dissatisfaction and offer potential solutions grounded in the aesthetic preferences of players. It suggests that this perspective can usefully augment more typical frame-based approaches to describing the “analog” game experience by emphasizing the lived experience of tabletop role-players in the space of the game.
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White, William J. „Playing House in a World of Night: Discursive Trajectories of Masculinity in a Tabletop Role-playing Game“. International Journal of Role-Playing, Nr. 2 (27.03.2011): 18–31. http://dx.doi.org/10.33063/ijrp.vi2.192.

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This study uses excerpts from the transcript of a tabletop role-playing game (RPG) session to examine how male players enact ideas about masculinity. The game is a non-traditional, small-press “indie” game called Ganakagok designed by the author; in the game, the characters are men and women from a quasi-Inuit culture living on an island of ice in a world lit only by starlight. As the game begins, the imminent arrival of the Sun is announced, and game-play is about how the people of this culture deal with the approaching dawn. In one such game, the players of three male characters went through interesting character arcs in their interactions with each other and with female players; those arcs seemed to depict movement among different models of masculine identity. One implication of the study is that RPGs afford a fruitful site for reflecting upon ideas in discourse, and so it is possible for role-playing to serve as an aesthetic as well as an expressive medium—as art as well as play, in other words.
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Bartos, Rafał. „THE MOTIF OF WAR IN TABLETOP ROLE-PLAYING GAMES: AN EXPLORATORY STUDY“. Art Research of Ukraine, Nr. 23 (28.11.2023): 75–78. http://dx.doi.org/10.31500/2309-8155.23.2023.299211.

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This article explores the prominent motif of war in tabletop role-playing games (TTRPGs) through the analysis of popular games such as Dungeons & Dragons, Warhammer fantasy role playing game. The author argues that the motif of war is a prevalent theme in RPGs due to its ability to prompt players to engage in epic battles and quests and to develop complex storylines. The article draws upon theoretical frameworks such as narratology and ludology to analyze how the motif of war shapes player experiences in these games and how it contributes to the evolution of TTRPGs as a genre. Through the analysis of game mechanics and thematic elements, the author demonstrates that the motif of war serves both as a source of conflict and a means of creating immersive gameplay experiences. The article concludes with a reflection on the implications and potential future directions of studying war in RPGs.
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Bergström, Karl. „Creativity Rules: How Rules Impact Player Creativity in Three Tabletop Role-playing Games“. International Journal of Role-Playing, Nr. 3 (28.12.2012): 4–17. http://dx.doi.org/10.33063/ijrp.vi3.221.

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This article sheds light on how different rules systems for tabletop role-playing games (TRPGs) impact players’ sense of creativity. It looks at three very different games played by six role-playing ensembles, and uses interviews and group discussions to make the players reflect on how they are influenced by the rules used during play. While the sometimes insular nature of TRPG gaming became evident, it was also clear that there are several different phenomena that occur in a TRPG that can be labeled as “creative”. Aiming to provide a tool for discussion on TRPGs, six different types of creativity is outlined in the article, as well as a number of different examples of the role that the rules play in influencing these.
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Ключиков, Аркадий Викторович, und Диана Антоновна Челышева. „Generation of a plot component for a tabletop role-playing game“. Program Systems: Theory and Applications 14, Nr. 4 (17.12.2023): 123–40. http://dx.doi.org/10.25209/2079-3316-2023-14-4-123-140.

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Проведён анализ предметной области и актуальности настольных ролевых игр, а также их влияние на сферы деятельности человека. Изучена механика игрового процесса настольной ролевой игры Подземелья и драконы. Рассмотрены программные решения для создания сюжетного описания локаций, в том числе графическое представление карт и одностраничные приключения. Реализованы дизайн и адаптивный пользовательский интерфейс. Сформирована архитектура базы данных, а также реализована в формате JSON-файлов. Разработана архитектура модели, а также произведена её настройка. Описан блочный способ построения сюжета. Разработан алгоритм работы приложения по генерации сюжетной составляющей. Сформированы списки сюжетных составляющих, а также реализована логика случайного выбора участков описания с проверкой на адекватность и сочетаемость описания.
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Iuama, Tadeu Rodrigues, und Luiz Falcão. „Analog Role-Playing Game Studies: A Brazilian Overview“. International Journal of Role-Playing, Nr. 12 (05.10.2022): 6–21. http://dx.doi.org/10.33063/ijrp.vi12.289.

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This paper aims to present an overview of analog role-playing games in Brazil.For this, it uses a mixed method that includes bibliographic research and document analysis in an autoethnographic perspective. The results from these different methodological approaches, which are evocative rather than exhaustive, are divided into two aspects: first, they present a briefhistory ofboth publications and the idiosyncrasies of the practice oflarps and tabletop role-playing games in Brazil; second, they seek to synthesize the academic perspectives observed in the field of analog role-playing game studies, privileging the main disciplines of study, as well as themes, addressed by Brazilianresearch. Thus, this paper seeks to serve as a summary of the Brazilian framework, to facilitate future dialogues. In this sense, it is more of a signal for international dialogue than an exhaustive mapping of Brazilian intellectual production regarding studies of analog role-playing games. This survey shows that several of the issues that permeate the Brazilian scene are common to other parts of the world and that, sometimes, because our intellectual production is available in Portuguese, we isolate ourselves from broader discussions. There are also problematic, endogenous patterns regarding the practice of analog role-playing games: there is a lack of documentation, which makes the sources for research scarce. Regarding the research itself, it is inferred that there is a lack of articulation among Brazilian researchers who, isolated, do not exchange knowledge among themselves.
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Mariucci, Andrea. „From Dungeons & Dragons to Dragon Quest: Cultural dialogue and material shifts“. Mutual Images Journal, Nr. 11 (20.12.2023): 27–50. http://dx.doi.org/10.32926/2023.11.3.

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Arguably one of the most popular genres in today’s video game market is the Japanese role-playing game (JRPG). The distinguishing traits of the genre are often a matter of debate. The final decision on whether something is a JRPG usually relies more on general feelings than on rigid criteria (Mallindine 2016). However, one shared trait among the exponents of the genre is that they find its roots in Western tabletop role-playing games, such as Dungeons&Dragons (1974). As a matter of fact, Dungeons&Dragons served as an inspiration for many other role-playing games (RPGs). One such example is Wizardry (1981), which, together with Ultima (1981), was among the most successful computer role-playing games of its time (Barton & Stacks 2008). The two games served as the beginning for long-spanning series, which enjoyed wide success in Japan (Adams 1985), where the RPG genre as a whole was soon integrated, through various platforms, into the local media ecology (Steinberg 2015). Wizardry in particular was also among the games which influenced Horii Yūji (Horii 2018a. 2018b) to create Dragon Quest (1986), one of the earliest examples of JRPG. This article seeks to draw a connection between Dungeons&Dragons and the early JRPGs. First, I compare Dungeons&Dragons, a tabletop RPG, to its most well-known digital counterparts of the time, Wizardry and Ultima. By doing this, I expose the differences between ‘pen and paper’ and ‘screen and software.’ Then, I observe the differences between Wizardry, Ultima, and Dragon Quest in terms of both aesthetics and gameplay, in order to understand how Japanese developers and distributors negotiated the concept of RPG for the Japanese market. In both comparisons I consider how characters, avatar, gameplay, and narrative are mediated by the platform and the cultural milieu hosting them.
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King, Matt, Vincent Malik Dehili und Meara Queen. „Introducing Dungeons & Therapy: A Tabletop Role-Playing System for Group Therapy“. Group 47, Nr. 3-4 (September 2023): 67–76. http://dx.doi.org/10.1353/grp.2023.a916646.

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Abstract: This article is the first of a planned three-part series that explores the utility of table-top role-playing games (TTRPGs) in therapy and introduces a new system designed by the authors for use in group therapy settings called Dungeons & Therapy. The surging popularity of TTRPGs like Dungeons & Dragons (D&D) has led to scholarly interest in their potential uses within therapeutic settings. However, D&D’s financial cost, complicated rules, and history of problematic content can create barriers for therapists wishing to use it. Dungeons & Therapy, which the authors have made as a free alternative to D&D, seeks to capture the role-playing essence of TTRPGs with a simplified rule set and to provide systems through which a therapist can encourage different kinds of play from players to facilitate personalized therapeutic outcomes.
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Nefedova, Olga Igorevna. „Features of Storytelling in the Dungeons & Dragons Tabletop Role-Playing Game“. Filologičeskie nauki. Voprosy teorii i praktiki, Nr. 1 (Januar 2023): 97–103. http://dx.doi.org/10.30853/phil20230017.

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Jara, David. „A Closer Look at the (Rule-) Books: Framings and Paratexts in Tabletop Role-playing Games“. International Journal of Role-Playing, Nr. 4 (12.09.2013): 39–54. http://dx.doi.org/10.33063/ijrp.vi4.228.

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As texts which are based on collaborative and interactive narration, tabletop – also known as “pen and paper” – role-playing games (TRPGs) are distinct in their technological simplicity. Indeed, in their traditional form all they require is the physical presence of a group of players – commonly around a table, hence “tabletop” – who collaboratively participate in developing a narrative; and a system of rules which allow resolving the outcome of situations in which different levels of chance may be involved – the need to write down statistic information making them “pen and paper”. Evidently, this apparent lack of sophistication makes role-playing games – as a clearly contemporary culturalphenomenon (cf. Punday, 2005; Nephew, 2004; Harrigan, 2007; Mackay, 2001) – stand out in the context of a world that is becoming ever more dependent on technology. All the more so, considering the persistence of TRPGs in the face of its “descendants” in other more technologically advanced media and despite what has become the popular notion of “the bigger, the faster, the better.” Nevertheless, that which occurs during a role-playing game session – the level of interactivity, player immersion in the narrative, flexibility of the rules, etc. - generally surpasses, even today, what many of its “successors” achieve. How does thisoccur? How is it possible; through what mechanisms do TRPGs allow such sophistication when relying solely on the “old fashioned” technologies of (hand-) writing and oral narration? Approaching these questions from the general perspective of literary studies, the following paper problematizes what can be called a “naïve view” of communication technology by addressing the complex relationship between the printed texts used for role-playing – such as rule- and sourcebooks – and the narratives created during game-play. To do so, it addresses the fundamental influence that framings, such as rules, character sheetsand setting, as well as paratextual elements contained within or at the borders of these texts, such as cover illustrations, prologues and epilogues, just to name a few – have on participants’ interpretation and, most importantly, creation of TRPG narratives.
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Garcia, Antero. „Chapter 1: “I piss a lot of people off when I play dwarves like dwarves”: Race, Gender, and Critical Systems in Tabletop Role-Playing Games“. Teachers College Record: The Voice of Scholarship in Education 123, Nr. 13 (April 2021): 1–26. http://dx.doi.org/10.1177/016146812112301302.

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Background This chapter explores player interactions and engagement in tabletop role-playing game settings. Objective Particularly focusing on the intersection of gaming systems, virtual settings, and player interactions, this chapter seeks to explore how implicit systems shape individuals’ experiences and behaviors. Through this focus, the chapter intentionally draws parallels between informal gaming settings and classroom-based interactions. Setting Though this study makes specific connections to classroom pedagogies, data were collected from a multiyear ethnographic study of playing tabletop role-playing games with adult participants in informal learning environments. Data were collected from within public gaming cafes and shops. Research Design Participant observation within a role-playing game community served as the primary approach to this ethnographic study. In addition to fieldnote-based observation, interviews with players and archival analysis of gaming artifacts helped triangulate meaning-making at the gaming table. Analysis was conducted through an inductive coding approach that focused on player interactions, systems, and settings. Findings Cultural values, including racism and sexism, shaped player experiences at the table, based on systemic designs and textual guidance from game-related fiction. While games speak to broad possibilities for exploring race and gender, these constructs become limited through the layers of player beliefs, designed rule sets, and depictions within narratives. The emancipatory possibilities of ludic imagination are flattened by cultural norms that may oppress. Conclusions Broadening the findings from this study, this chapter concludes with classroom-based recommendations. If a contemporary approach to critical pedagogy depends on dialogue and cultural understanding, this chapter points to the limitations of confining such work to traditional classroom settings. Instead, it suggests that an interrogation of these systems, alongside youth, is a necessary step in critically oriented classrooms.
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Lehto, Kerttu. „Role-Playing Games and Well-Being“. International Journal of Role-Playing, Nr. 11 (20.12.2021): 72–93. http://dx.doi.org/10.33063/ijrp.vi11.284.

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Do role-playing games (RPGs) affect the player’s well-being? Several studies suggest that they might have an impact, but the topic of RPGs and well-being is usually only mentioned as a side note or curiosity. A clear, coherent picture on the topic of RPGs and well-being is missing. This review article aims to provide that picture by compiling the already existing knowledge in one place. I ask the questions: What can we learn from the already existing research? How should RPGs and well-being be studied? What questions need resolving? What can be gained from studying RPGs and well-being? RPG studies is a young academic interdisciplinary field of research, as is also the research of arts and well-being. They both are heterogeneous and related to a variety of academic traditions. They both are also dispersed, pragmatic, and until recently, scattered and lacking cohesive traditions or methodologies. Many basic ontological questions remain unsolved and the definitions of key concepts vary. They overlap in several discourses, such as the ones about (1) practices of sociodrama and replication therapy; (2) social, cultural, and digital capital; (3) leisure time research; (4) performance studies; (5) the topic of erotic role-play; (6) problematic vs. therapeutic gaming; and (7) health education. Previous research and practices focus mainly on live action role play (larp) and well-being, suggesting a positive impact. Online RPGs share their own traditions, but studies on tabletop RPGs and well-being are difficult to find. The studies are often case-studies or examine abstract topics such as human experiences. In these studies, it becomes evident that RPGs do indeed impact well-being. However, questions such as how, why, and what features in RPGs affect well-being remain unanswered. In addition, the research has mainly been executed from the perspective of either RPGs or arts and well-being. Interdisciplinary cooperation is the key to successfully diving into the world of RPGs and well-being. Doing so would offer both fields useful practices, interesting perspectives, new opportunities for publication and academic discussion. It would not only add knowledge about RPGs and well-being but offer perspective to the unresolved ontological questions of each field. Eventually, further study on RPGs and well-being could transfer into the usage of RPGs in the fields of well-being, health, and therapy in a similar manner that arts are currently being used.
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Liu, Albert Julius. „Icepool: Efficient Computation of Dice Pool Probabilities“. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 18, Nr. 1 (11.10.2022): 258–65. http://dx.doi.org/10.1609/aiide.v18i1.21971.

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Mechanics involving the roll of multiple dice---a "dice pool"---commonly appear in tabletop board games and role-playing games. Existing general-purpose dice pool probability calculators resort to exhaustive enumeration of all possible sorted sequences of rolls, which can quickly become computationally intractable. We propose a dynamic programming algorithm that can efficiently compute probabilities for a wide variety of dice pool mechanics while limiting the need for bespoke optimization. We also present Icepool, a pure Python implementation of the algorithm combined with a library of common dice operations.
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Amakama, Nimisingha Jacob, Gilles Dusserre, Axelle Cadiere, R. Wade Schuette und Gregory Zacharewicz. „How Effective are Tabletop Role-Playing (Serious) Games in Understanding and Validating the Predictive Capabilities of Disaster Response Agent-based Models?“ American Journal of Multidisciplinary Research and Innovation 3, Nr. 4 (03.07.2024): 49–61. http://dx.doi.org/10.54536/ajmri.v3i4.2937.

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Tabletop Role-Playing Games (TRPGs) for disaster response management are collaborative exercises in which participants take on the roles of characters, guided by a “Game Master.” TRPG are useful tools for training, improving the preparedness of emergency responders, and understanding/validating Agent-Based Models (ABMs). This study evaluates the knowledge of participants and assessed the effectiveness of utilizing TRPG in validating a NetLogo model. Medical doctors and master’s students were divided into two groups, who participated in the exercise based on defined disaster response strategies. The central components of the ABM were transformed into a Disaster Response Tabletop Role-Playing Game (DRTRPG). Medical doctors and master’s degree students were assigned to two groups in the exercise that is based on defined disaster response strategies. Multichoice pre- and post-assessment tests were used to evaluate each group’s knowledge, while a performance scoring matrix was used to generate data from in-game activity. Data was analyzed using Pandas and MS Excel data analytical tools. Pre and post-assessment test results (n = 8) showed an 11.5% and 3.1% increase in knowledge for medical doctors and students on disaster and healthcare decision-making, respectively. Visual comparison between the ABM and DRTRPG results reveals partial model validity. However, statistical comparison shows a clear variation in the outcomes. The “Alternate” policy strategy resulted in better disaster response outcomes. The design and implementation of the DRTRPG resulted in a collaborative understanding and communication of the ABMS model with promising results. However, there are significant statistical differences between both methodologies, highlighting the challenge of validating the predictive capabilities of ABMS using RPGs.
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Albom, Sarah. „The Killing Roll: The Prevalence of Violence in Dungeons & Dragons“. International Journal of Role-Playing, Nr. 11 (20.12.2021): 6–24. http://dx.doi.org/10.33063/ijrp.vi11.281.

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This research project explores the prevalence of violence and its facilitation in the popular tabletop role-playing game (TTRPG) Dungeons & Dragons (D&D). Violence within the system’s 5th edition core rulebook, the Player’s Handbook (Wizards of the Coast 2014b), is analysed using textual analysis with insight from previous research on common violence motivators of heroism, hatred, and sensation-seeking curiosity. Overall, the study concludes that the D&D system facilitates playing violence, specifically through heroic motivation based on androcentric perceptions of chivalric fantasy ideals. This study also finds that the system spotlights combat over nonviolent interactions. Future research could investigate how participant agency may affect violence in similar traditional RPG systems, and why choosing violence in a no-consequence game could reflect real-world behaviours.
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Torner, Evan, Sarah Lynne Bowman, William J. White, Sarah Albom, Diana J. Leonard, Jovo Janjetovic, Maximilian Usman et al. „International Journal of Role-playing 11 -- Full Issue -- IJRP“. International Journal of Role-Playing, Nr. 11 (20.12.2021): 1–131. http://dx.doi.org/10.33063/ijrp.vi11.279.

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IJRP 11: Full Issue Table of Contents Evan Torner, Sarah Lynne Bowman, and William J. White, “Editorial Introduction to Issue 11” Some context for the current issue, especially with regard to current critiques of themes of violence and oppression in games, as well as this year’s Call for Papers on Applied Role-playing Games and the excellent articles submitted in response. Sarah Albom, “The Killing Roll: The Prevalence of Violence in Dungeons & Dragons” A textual analysis evaluating the language used in the Dungeons & Dragons 5th Edition Player’s Handbook. This article discusses the ways that the text incentivizes characters to take violent actions more often than offering peaceful solutions. Diana J. Leonard, Jovo Janjetovic, Maximilian Usman, “Playing to Experience Marginalization: Benefits and Drawbacks of ‘Dark Tourism’ in Larp” An examination of how playing characters with marginalizations the player does not share can lead to perspective taking and empathy, but can also cause harm if not done with care. Joe Lasley, “Fantasy In Real Life: Making Meaning from Vicarious Experiences with a Tabletop RPG Internet Stream” A qualitative study examining seven fans of the livestream show Critical Role, in which actors play Dungeons & Dragons. The fans described an increase in their well-being due to parasocial relationships with the fiction and players in the show. Kerttu Lehto, “Role-Playing Games and Well-Being” A secondary literature review discussing the main themes in role-playing game studies, as well as arts and well-being as fields of study. This author advocates for more dialogue between these fields as a fruitful line of inquiry, especially with regard to the design of games for personal development and well-being. Josephine Baird, “Role-playing the Self – Trans Self-Expression, Exploration, and Embodiment in Live Action Role-Playing Games” An autoethnography blending gender theory with personal experience exploring gender in role-playing games and other performance spaces. The author considers how best to design larps explicitly to help trans people embody their identities. Katrin Geneuss, “The Use of the Role-playing Technique STARS in Formal Didactic Contexts” A summary of Design-based Research on 16 educational live action role-playing games (edu-larps) created for German schools. This article offers several best practices for educators who seek to implement edu-larp in the classroom.
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Riel, Jeremy, und Rob Monahan. „Learning from Ludemes: An Inventory of Common Player Actions within Tabletop Role-Playing Games (TTRPGs) to Inform Principled Design of Game-Based Learning Experiences“. International Journal of Role-Playing, Nr. 15 (17.06.2024): 178–210. http://dx.doi.org/10.33063/ijrp.vi15.325.

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In this study, the authors investigate role-playing game design through the lens of instructional design practice to probe the ecosystem of tabletop role-playing games (TTRPGs) and their applied use for learning. A qualitative thematic analysis approach is used to systematically catalog and categorize all possible player actions, called ludemes, from the 5th Edition of Dungeons & Dragons (D&D). Through this analysis, the interplay of game mechanics, player actions, and rules of TTRPGs are explored, unveiling their potential to stimulate various psychological, environmental, and behavioral factors that positively influence learning processes. Specifically, this study’s analysis of a game’s ludemes (i.e., player actions) exposes the interrelationships, congruence, and combinations of actions with various learning processes. The identified categories of ludemes in the study pave the way toward a working vocabulary and framework for future research in the application of game-based learning and its potential to catalyze meaningful learning outcomes. From a global instructional standpoint, this study highlights the role of pedagogical affordances, such as collaborative storytelling and problem solving skills, theorizing how TTRPGs can promote cognitive, metacognitive, affective, social, and cultural learning. Toward these goals, the authors posit that role-playing, with its complex dynamics and compelling narratives, offers a robust and natural conduit for learning.
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Sich, Dan. „Dungeons and downloads: collecting tabletop fantasy role‐playing games in the age of downloadable PDFs“. Collection Building 31, Nr. 2 (13.04.2012): 60–65. http://dx.doi.org/10.1108/01604951211229854.

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Ntokos, Konstantinos. „CodePlay: A Tabletop Role-Playing Game System used in Teaching Game Programming Using Content Gamification“. Computer Games Journal 9, Nr. 1 (14.01.2020): 45–60. http://dx.doi.org/10.1007/s40869-020-00094-5.

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Walsh, Orla, und Conor Linehan. „Roll for Insight: Understanding How the Experience of Playing Dungeons & Dragons Impacts the Mental Health of an Average Player“. International Journal of Role-Playing, Nr. 15 (17.06.2024): 36–60. http://dx.doi.org/10.33063/ijrp.vi15.321.

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Dungeons & Dragons (D&D) is a fantasy tabletop role-playing game published by Wizards of the Coast. Evidence shows that D&D is being used as therapeutic practice by clinical psychologists, and the reported success of these interventions indicate that it may have positive outcomes for its players. However, there is little research that establishes, from a psychosocial perspective, how playing D&D provides opportunities for supporting frequent player’s mental health. Using semi-structured interviews and a reflexive thematic analysis, we aimed to understand better how playing D&D interacted with players’ well-being psychologically and socially, as well as exploring factors that may prove challenging or problematic in the therapeutic context. 6 men, 2 women, and 2 nonbinary people participated in the study. Analysis illustrated several processes that are supportive for players’ mental health. These features were identified as five key themes: escapism, exploration of self, creative expression, social support, and routine. These findings highlight the transformative potential of D&D in a therapeutic setting, offering insights into its positive impact.
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Gabai, Joshua, und Matthew Berland. „The Handwavey Game“. International Journal of Designs for Learning 12, Nr. 1 (12.04.2021): 34–41. http://dx.doi.org/10.14434/ijdl.v12i1.31264.

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In this design case, we describe The Handwavey Game (Handwavey)—a tabletop, cooperative role-playing game created to study how people can come to converge on novel physical gestures around meaning. In Handwavey, players are novice wizards who cast spells through signaling abstract images with hand movements: success is rewarded in-game and failure has humorous in-game consequences. This case walks through the path of exploration and development from the starting point of a research question to the development of game mechanics and concludes with a set of design recommendations for people interested in designing novel games with specific research or learning meta-goals.
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Cook, Mike P., Matthew Gremo und Ryan Morgan. „We’re Just Playing“. Simulation & Gaming 48, Nr. 2 (26.12.2016): 199–218. http://dx.doi.org/10.1177/1046878116684570.

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Purpose. The purpose of this study was to explored the use of a tabletop role-playing game in middle school ELA classrooms to examine students’ (n=36) abilities to interact with and make meaning from a traditional classroom text (Richard Connell’s “The Most Dangerous Game”). Background.Gaming continues to soar in popularity, both inside and outside of schools. As such, it is important to continue looking for pedagogically beneficial ways to incorporate gaming into classroom spaces, specifically English Language Arts and Literacy classrooms. Aim. In this article, we describe the game used for this study was modified from the Pathfinder system and designed to pair with Connell’s short story. We also discuss our qualitative approach to data analysis, and the three themes that emerged. First, students made gaming decisions based on their knowledge of the story. Second, students experienced the narrative through the lens of their characters. And third, students engaged in meaningful collaboration throughout gameplay. Conclusion. The findings support ongoing calls to look for pedagogically beneficial ways to incorporate gaming into ELA and Literacy classroom spaces.
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Moyzhes, Leonid. „Are Dwarves Protestant? American Religion and “Dungeons & Dragons”“. Anglica Wratislaviensia 61, Nr. 2 (18.01.2024): 31–44. http://dx.doi.org/10.19195/0301-7966.61.2.3.

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I analyze the ideology of representation of religion in the tabletop role-playing game (TRPG) Dungeons & Dragons. I approach TRPGs as a type of protostory, an interactive set of stories governed by rules which provides affordances to create different stories. Whether a specific story is relatively hard or easy to instantiate from the protostory indicates if this particular instantiation serves as a preferred, negotiated, or oppositional reading of the TRPG rules. Based on an analysis of the dimensions of religion proposed by Ninian Smart, contrasted with Harold Bloom’s idea of American religion, as well as the concept of intrinsic and extrinsic religious orientation, I discuss the similarity between the way Dungeons & Dragons simulates religion, and the traditional understanding of religion in American culture.
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