Academic literature on the topic 'Middle-earth Role Playing (Fantasy game)'

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Journal articles on the topic "Middle-earth Role Playing (Fantasy game)"

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Anistratenko, Antonina, and Anatoliy Kotsur. "Fantasy interpretation model for historiography Fantasy novel plus AH subgenre." Current issues of social sciences and history of medicine, no. 2 (August 14, 2023): 104–8. http://dx.doi.org/10.24061/2411-6181.2.2022.364.

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Taking into account the different goals of the AH and Fantasy novel plus AH subgenre writing, we can try and develop one definition of both. AH writing reconstructs the national or world history and the changed facts, conclusions draw our attention to specific facts, key moments of well-known stories that are invisible for us, since of everyday life’s obvious reality prevents us from analyzing processes, we turn on the automatic mode instead. While Fantasy novel plus AH subgenre writing is rather monumental work, because it turns to the world history or historiography model making. Fantasy nov
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Habel, Chad Sean. "Doom Guy Comes of Age: Mediating Masculinities in Power Fantasy Video Games." M/C Journal 21, no. 2 (2018). http://dx.doi.org/10.5204/mcj.1383.

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Introduction: Game Culture and GenderAs texts with the potential to help mediate specific forms of identity, video games are rich and complex sites for analysis. A tendency, however, still exists in scholarship to treat video games as just another kind of text, and work that explores the expression of masculine identity persists in drawing from cinematic analysis without proper consideration of game design and how these games are played (Triana). For example, insights from studies into horror cinema may illuminate the relationship between players and game systems in survival horror video games
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May, Lawrence. "Confronting Ecological Monstrosity." M/C Journal 24, no. 5 (2021). http://dx.doi.org/10.5204/mcj.2827.

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Introduction Amidst ecological collapse and environmental catastrophe, humankind is surrounded by indications that our habitat is turning against us in monstrous ways. The very environments we live within now evoke existential terror, and this state of ecological monstrosity has permeated popular media, including video games. Such cultural manifestations of planetary catastrophe are particularly evident in video game monsters. These virtual figures continue monsters’ long-held role in reflecting the socio-cultural anxieties of their particular era. The horrific figures that monsters present pl
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Servais, Olivier, and Sarah Sepulchre. "Towards an Ordinary Transmedia Use: A French Speaker’s Transmedia Use of Worlds in Game of Thrones MMORPG and Series." M/C Journal 21, no. 1 (2018). http://dx.doi.org/10.5204/mcj.1367.

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Game of Thrones (GoT) has become the most popular way of referring to a universe that was previously known under the title A Song of Ice and Fire by fans of fantasy novels. Indeed, thanks to its huge success, the TV series is now the most common entry into what is today a complex narrative constellation. Game of Thrones began as a series of five novels written by George R. R. Martin (first published in 1996). It was adapted as a TV series by David Benioff and D.B. Weiss for HBO in 2011, as a comic book series (2011—2014), several video games (Blood of Dragons, 2007; A Game of Thrones: Genesis,
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Maršálek, Roman, Kateřina Trčková, and Zuzana Václavíková. "Interactive chemistry escape game as a tool of distance education: a case study of a pilot test from the first escape room." Frontiers in Education 9 (November 27, 2024). http://dx.doi.org/10.3389/feduc.2024.1405324.

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The aim of this paper is to present an escape game which is the first part of a year-round, virtual, educational role-playing game built on the e-learning platform Moodle. The game is primarily focused on chemistry, although it has a great interdisciplinary overlap into physics, biology, and mathematics. The content of the game covers topics found in the chemistry curriculum at middle school and consists of a total of ten escape rooms. Each room—a separate escape game—is a self-contained unit, linked to the others by a storyline, and can be used as an educational tool even during long-term stu
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Robertson, Rachael. "“In Death, Sacrifice”." M/C Journal 28, no. 2 (2025). https://doi.org/10.5204/mcj.3156.

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Introduction: Grey Wardens, Blights, and Staying Vigilant Bodies are porous and under threat of mutation for both Grey Wardens and the darkspawn they fight in BioWare’s fantasy role-playing videogame series Dragon Age (2009-2024). If they survive the Joining Ritual, Grey Wardens become abject figures, poised in the liminal space between ‘us’ and ‘not us’. Since the Joining forges a connection to darkspawn that will also, inevitably, eventually, mutate them into a blighted creature themselves, Grey Wardens exist in a tremendously Gothic state of becoming. On the other side of this binary are th
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Davies, Elizabeth. "Bayonetta: A Journey through Time and Space." M/C Journal 19, no. 5 (2016). http://dx.doi.org/10.5204/mcj.1147.

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Art Imitating ArtThis article discusses the global, historical and literary references that are present in the video game franchise Bayonetta. In particular, references to Dante’s Divine Comedy, the works of Dr John Dee, and European traditions of witchcraft are examined. Bayonetta is modern in the sense that she is a woman of the world. Her character shows how history and literature may be used, re-used, and evolve into new formats, and how modern games travel abroad through time and space.Drawing creative inspiration from other works is nothing new. Ideas and themes, art and literature are f
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Goodall, Jane. "Looking Glass Worlds: The Queen and the Mirror." M/C Journal 19, no. 4 (2016). http://dx.doi.org/10.5204/mcj.1141.

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As Lewis Carroll’s Alice comes to the end of her journey through the looking glass world, she has also come to the end of her patience with its strange power games and arbitrations. At every stage of the adventure, she has encountered someone who wants to dictate rules and protocols, and a lesson on table manners from the Red Queen finally triggers rebellion. “I can’t stand this any more,” Alice cries, as she seizes the tablecloth and hurls the entire setting into chaos (279). Then, catching hold of the Red Queen, she gives her a good shaking, until the rigid contours of the imperious figure b
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Brandt, Marisa Renee. "Cyborg Agency and Individual Trauma: What Ender's Game Teaches Us about Killing in the Age of Drone Warfare." M/C Journal 16, no. 6 (2013). http://dx.doi.org/10.5204/mcj.718.

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During the War on Terror, the United States military has been conducting an increasing number of foreign campaigns by remote control using drones—also called unmanned aerial vehicles (UAVs) or remotely piloted vehicles (RPVs)—to extend the reach of military power and augment the technical precision of targeted strikes while minimizing bodily risk to American combatants. Stationed on bases throughout the southwest, operators fly weaponized drones over the Middle East. Viewing the battle zone through a computer screen that presents them with imagery captured from a drone-mounted camera, these co
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Watson, Robert. "E-Press and Oppress." M/C Journal 8, no. 2 (2005). http://dx.doi.org/10.5204/mcj.2345.

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 From elephants to ABBA fans, silicon to hormone, the following discussion uses a new research method to look at printed text, motion pictures and a teenage rebel icon. If by ‘print’ we mean a mechanically reproduced impression of a cultural symbol in a medium, then printing has been with us since before microdot security prints were painted onto cars, before voice prints, laser prints, network servers, record pressings, motion picture prints, photo prints, colour woodblock prints, before books, textile prints, and footprints. If we accept that higher mammals such as elepha
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Books on the topic "Middle-earth Role Playing (Fantasy game)"

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Sandler, Corey. Official Sega Genesis and Game Gear strategies, 3RD Edition. Bantam Books, 1992.

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Development, Prima. The Hobbit: Official Strategy Guide: Prima's Official Strategy Guide. Prima Games, 2003.

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Eddy, Andy. Super NES Games Secrets. Prima Publishing, 1992.

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Mcdermott, Leeanne. GamePro Presents: Sega Genesis Games Secrets: Greatest Tips. Prima Publishing, 1992.

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DeMaria, Rusel, and Zach Meston. Sega Genesis Secrets, Volume 2. Prima Publishing, 1991.

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6

Charlton. Middle Earth Role Playing (Middle Earth Game Rules, Intermediate Fantasy Role Playing, Stock No. 8000). Iron Crown Enterprises, 1987.

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7

Fenlon, Peter C., Terry K. Amthor, Jessica Ney-Grimm, et al. Elves (Middle Earth Role Playing/MERP #2013). Iron Crown Enterprises, 1995.

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Fenlon, Peter C., Terry K. Amthor, and Graham Staplehurst. Gates of Mordor (Middle Earth Role Playing/MERP). Iron Crown Enterprises, 1987.

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(Editor), Jessica M. Ney, and Jim Holloway (Illustrator), eds. Treasures of Middle-Earth (Middle Earth Role Playing/MERP #8006). Iron Crown Enterprises, 1989.

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Fenlon, Peter C., and John Crowdis. Ghosts of the Southern Anduin (Middle Earth Role Playing/MERP). Berkley Pub Group, 1990.

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Book chapters on the topic "Middle-earth Role Playing (Fantasy game)"

1

Payne, Alyson. "Turina, Joaquín (1882–1949)." In Routledge Encyclopedia of Modernism. Routledge, 2018. http://dx.doi.org/10.4324/9781135000356-rem2045-1.

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Joaquín Turina (b. Seville, 9 December 1882; d. Madrid, 14 January 1949) was a Spanish composer who rose to prominence during Spain’s Edad de Plata (1900–36), also referred to as the Silver Age, a time when Spain’s artistic development increased rapidly. Along with Manuel de Falla, Joaquín Rodrigo, and Conrado del Campo, Turina became of one the leading Spanish composers of his generation. Turina enjoyed a middle-class upbringing in an artistic household—his father was a well-regarded and well-known Spanish painter. Turina displayed an early aptitude for music, spending extensive time practisi
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