Dissertations / Theses on the topic 'Role-playing'
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Freeman, Lucas Jerome. "Alchemically, an Educational Role-Playing Game." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/89252.
Full textMaster of Fine Arts
Dyszelski, Christopher J. "Encounters at the imaginal crossroads an exploration of the experiences of women in role-playing games /." Oxford, Ohio : Miami University, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=miami1146539391.
Full textDyszelski, Christopher Justin. "ENCOUNTERS AT THE IMAGINAL CROSSROADS: AN EXPLORATION OF THE EXPERIENCES OF WOMEN IN ROLE-PLAYING GAMES." Miami University / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=miami1146539391.
Full textJeppsson, Bertil. "AI-controlled life in Role-playing games." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5016.
Full textMiller, Mitchell. "Bootstrapping Massively Multiplayer Online Role Playing Games." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2191.
Full textBlasingim, Kerry G. "HERO MYTHS IN JAPANESE ROLE-PLAYING GAMES." Bowling Green State University / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1147711469.
Full textBungard, Christopher William. "Playing with Your Role in Plautine Theater." The Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=osu1211552932.
Full textDowney, Genesis M. "Constructing Elysium and Playing Ugly: Methods of Intimacy in Fantasy Role-Playing Game Communities." Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1435242565.
Full textHooper, Shelley Wind. "Actors without an Audience? Performance Analysis of the "Borderlands" Live Action Role Playing Epic." Fogler Library, University of Maine, 2003. http://www.library.umaine.edu/theses/pdf/HooperSW2003.pdf.
Full textBordenet, Mark. "An introduction into the world of gaming and how one achieves the identity of gamer." Morgantown, W. Va. : [West Virginia University Libraries], 2000. http://etd.wvu.edu/templates/showETD.cfm?recnum=1339.
Full textTitle from document title page. Document formatted into pages; contains vi, 133 p. : ill. Includes abstract. Includes bibliographical references (p. 107-109).
Doran, Jonathon. "Procedural Generation of Content for Online Role Playing Games." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc700051/.
Full textGuimaraes, Danilo Silva. "Intersubjetividade e desejo nas relações sociais: o caso dos jogos de representação de papéis." Universidade de São Paulo, 2008. http://www.teses.usp.br/teses/disponiveis/47/47132/tde-17122008-080457/.
Full textOne of the main sources of transformation in human development is through the subjects quest for intersubjectivity. The objective of this work was to understand some aspects of the processes of knowledge construction concerning the self and the other. It was developed through a study focusing intersubjective group relationships. In order to achieve that, we worked with semiotic-cultural constructivist perspective, focusing specially, on the symbolic actions of subjects searching for moments of protagonism and of recognition of one by the others. We tried to establish a link between this search of the subjects and the levinasian notion of desire, though as a subjective movement trying to shelter what exceeds itself on the alterity direction. On the investigation process, we examined an empirical situation involving ludic interactions of Role-Playing Game (RPG) sessions. This game has a particular dynamic towards building objectives and desires by its players. The I-other dynamic relations in Role-Playing Games was analyzed observing the asymmetry of subjective positions, dialogically defined. We did a mapping of these positions and saw that in the role-playing games there is the fruition of an imaginary world reduced and made present in the thought. Finally, we arrived to the assertion that the essential meaning of personal constructions is related to otherness, either present or absent, real or imaginary, in relation to which the self tries to constitute a shared setting.
Inderst, Rudolf Thomas. "Vergemeinschaftung in MMORPGs." Boizenburg Hülsbusch, 2009. http://d-nb.info/994331878/04.
Full textFrank, Mitchell Benjamin. "Friedrich Overbeck, playing the role of the monk-artist." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape16/PQDD_0004/NQ27925.pdf.
Full textHodesdon, Kate. "Playing a role : structuralism & the underdetermination of representation." Thesis, University of Bristol, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.633143.
Full textGODINHO, ELIANE BETTOCCHI. "INCORPORAIS RPG: POETIC DESIGN FOR A ROLE-PLAYING GAME." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2008. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=12273@1.
Full textPartindo-se de uma definição, baseada na media ecology, de role-playing game (RPG) como meio de comunicação dotado de linguagem narrativa, tecnologia impressa e modo de recepção interativo, propõe-se que é possível pensar este jogo como hipermídia narrativa em que seus componentes atuem como links de abertura para outras informações, promovendo uma refiguração criativa da realidade. Propõe-se um método de concepção poética e análise crítica para um objeto de design gráfico, um livro de RPG, em que o conceito de abertura da obra é fundamentado pelos conceitos de gozo do texto, deslizamento sígnico de Roland Barthes e semiose ilimitada de C.S. Peirce, instrumentalizado por meio da tradução intersemiótica de Julio Plaza, da hermenêutica de Paul Ricoeur e da Iconologia de Erwin Panofsky. Espera-se com este método contribuir não apenas com novas possibilidades de se pensar e produzir um livro, mas também com a construção e questionamento de uma epistemologia do Design enquanto área de conhecimento. Tal discussão é realizada em duas instãncias: uma instãncia formal, onde é documentada a concepção do suporte impresso do cenário Brasil Barroco, do RPG experimental Incorporais, desenvolvido em paralelo com o método; e uma instância processual, onde o suporte deste RPG será experimentado por jogadores que participarão da ampliação do cenário através da produção de material que será incorporado aos suportes impressos, verificando-se a capacidade de abertura acima descrita.
From a definition, based upon the media ecology, of role- playing game (RPG) as a media with narrative language, printed technology and an interactive form of reception, it is proposed that this game can be though as a narrative hypermedia with its componentes acting as links to other informations, promoting a creative reality refiguration. A proposition is presented for a method of poetic conception and crytical analysis for an object of graphic design, a RPG book, in in which the concept of text opening is fundamented on the concepts of text enjoyment, Roland Barthes' sign sliding and unlimited semiosis of C.S. Peirce, worked through the intersemiotic translation of Julio Plaza, Paul Ricoeur's hermeneutic and Erwin Panofsky's iconology. It is hoped that this method will contribute not only with new possibilities for book conception and production, but also with the assembling and questioning of an epistemology for the Design as an area of knowledge. This discussion is done in two instances: a formal instance, where the conception of the printed support for the Barroque Brasil setting is documented, for the experimental RPG Incorporals, developed alongside the method; and a processual instance, where the support of this rpg will be experimented by players that will participate in the setting development through the production of materials that will be incorporated in the printed supports, verifying the capacity for the openings described above.
Orkin, Jeffrey David. "Collective artificial intelligence : simulated role-playing from crowdsourced data." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/79304.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 173-178).
Collective Artificial Intelligence (CAl) simulates human intelligence from data contributed by many humans, mined for inter-related patterns. This thesis applies CAI to social role-playing, introducing an end-to-end process for compositing recorded performances from thousands of humans, and simulating open-ended interaction from this data. The CAI process combines crowdsourcing, pattern discovery, and case-based planning. Content creation is crowdsourced by recording role-players online. Browser-based tools allow nonexperts to annotate data, organizing content into a hierarchical narrative structure. Patterns discovered from data power a novel system combining plan recognition with case-based planning. The combination of this process and structure produces a new medium, which exploits a massive corpus to realize characters who interact and converse with humans. This medium enables new experiences in videogames, and new classes of training simulations, therapeutic applications, and social robots. While advances in graphics support incredible freedom to interact physically in simulations, current approaches to development restrict simulated social interaction to hand-crafted branches that do not scale to the thousands of possible patterns of actions and utterances observed in actual human interaction. There is a tension between freedom and system comprehension due to two bottlenecks, making open-ended social interaction a challenge. First is the authorial effort entailed to cover all possible inputs. Second, like other cognitive processes, imagination is a bounded resource. Any individual author only has so much imagination. The convergence of advances in connectivity, storage, and processing power is bringing people together in ways never before possible, amplifying the imagination of individuals by harnessing the creativity and productivity of the crowd, revolutionizing how we create media, and what media we can create. By embracing data-driven approaches, and capitalizing on the creativity of the crowd, authoring bottlenecks can be overcome, taking a step toward realizing a medium that robustly supports player choice. Doing so requires rethinking both technology and division of labor in media production. As a proof of concept, a CAI system has been evaluated by recording over 10,000 performances in The Restaurant Game, automating an Al-controlled waitress who interacts in the world, and converses with a human via text or speech. Quantitative results demonstrate how CAI supports significantly more open-ended interaction with humans, while focus groups reveal factors for improving engagement.
by Jeffrey David Orkin.
Ph.D.
Roy, Andrew. "Flow and fantasy: an exploration of role-playing games." Oberlin College Honors Theses / OhioLINK, 1994. http://rave.ohiolink.edu/etdc/view?acc_num=oberlin1323879584.
Full textGuillen, Marissa E. "The Performance of Tango: Gender, Power and Role Playing." Ohio : Ohio University, 2008. http://www.ohiolink.edu/etd/view.cgi?ohiou1213208506.
Full textGrote, Janice A. Baker Paul J. "A case study of a MicroSociety school." Normal, Ill. Illinois State University, 2002. http://wwwlib.umi.com/cr/ilstu/fullcit?p3064513.
Full textTitle from title page screen, viewed February 28, 2006. Dissertation Committee: Paul J. Baker (chair), Amelia D. Adkins, Wayne A. Benenson, Ramona Lomeli. Includes bibliographical references (leaves 160-162) and abstract. Also available in print.
Biberstein, David D. "The rationale for and development of a roleplaying model for use in the training of pastoral ministries students." Theological Research Exchange Network (TREN), 1990. http://www.tren.com.
Full textAlves, Alvaro Marcel Palomo. "As teorias do jogo infantil de Vygotsky e Winnicott : uma análise intersubjetiva /." Assis, 2013. http://hdl.handle.net/11449/105591.
Full textBanca: Elizabeth Piemonte Constantino
Banca: José Sterza Justo
Banca: Luís Guilherme Coelho Buchianeri
Banca: Denise de Camargo
Resumo: O jogo se configura numa das mais antigas atividades humanas. Repleto de significados foi incorporado na linguagem, na arte, na religião e na cultura em geral. Seus estudiosos se estendem pela Filosofia (WITTGEINSTEIN, 1958; HUIZINGA, 1991; SCHILLER, 1995), História (ARIÈS, 1978; CAILLOIS, 1958), Teoria da Comunicação (POSTMAN, 1994), Antropologia (GEERTZ, 1989; MALINOWSKI, 1978) e inevitavelmente pela Educação e Psicologia. Embora nos reportemos com freqüência as demais ciências, nosso trabalho se insere numa tradição psicológica. Buscamos nas teorias do psicólogo russo Lev Vygotsky (1896-1934) e do psicanalista inglês Donald Winnicott (1896-1971) uma alternativa para a compreensão do jogo infantil e seu significado na produção da subjetividade. Partimos da apresentação dos autores e suas respectivas biografias intelectuais, detalhando suas concepções de indivíduo, sujeito e meio (social, ambiental e cultural), para em seguida explorarmos conceitualmente zonas de sentido entre suas teorias. Na direção metodológica encaminhamos a discussão a partir da Epistemologia Qualitativa desenvolvida por Gonzalez Rey, criando zonas de sentido entre as concepções de ambiente e jogo infantil. Diante da morte precoce de Vygotsky e a consequente interrupção das suas pesquisas sobre o jogo, buscamos nas teorias dos seus alunos e colaboradores - principalmente Leontiev e Elkonin - os princípios ontogenéticos do jogo infantil complementares à explanação vigotskiana. Defendemos que uma teoria do jogo infantil deve buscar origens nas relações sociais mais primitivas do indivíduo, bem como no uso mais precoce que este faz dos objetos. Tais relações foram amplamente detalhadas por Winnicott na sua teoria dos fenômenos e objetos transicionais e acreditamos que podem ser relevantes para a compreensão do jogo protagonizado, tal qual desenvolvido por Elkonin e Vygotsky
Abstract: The game is set in one of the oldest human activities. It was full of meanings embedded in language, art, religion, and culture in general. His scholars extend the Philosophy (WITTGEINSTEIN, 1958; HUIZINGA, 1991; SCHILLER, 1995), History (ARIÈS, 1978; CAILLOIS, 1958), Communication Theory (POSTMAN, 1994), Antropology (GEERTZ, 1989; MALINOWSKI, 1978) and inevitably for Education and Psychology. Although we refer frequently to other sciences, our work is part of a psychological tradition. We seek theories of the Russian psychologist Lev Vygotsky (1896-1934) and the English psychoanalyst Donald Winnicott (1896-1971) an alternative to the understanding of children's play and its significance in the production of subjectivity. We start from the presentation of the authors and their intellectual biographies, detailing their conceptions of individual, subject and the environment (social, environmental and cultural), then to conceptually explore areas of meaning between their theories. Following toward a methodological discussion, we discuss the Qualitative Epistemology developed by Gonzalez-Rey, creating zones of meaning between the concepts of environment and children's game. Given the early death of Vygotsky and the consequent disruption of their research into the game, we turn to the theories of his students and collaborators - mostly Leontiev and Elkonin - with the principles ontogenetic children's game, a complementary explanation to Vygotsky's theory. We argue that a theory of children's play should seek origins in more primitive social relations of the individual as well as the earlier use of objects that he makes. Such relationships have been widely detailed by Winnicott in his theory of phenomena and transitional objects, and we believe may be relevant to understanding the game played in children, as it was developed by Eldkonin and Vygotsky
Doutor
Weaver, Shannon E. "A mothering but a mother role : a grounded theory study of the nonresidential stepmother role /." free to MU campus, to others for purchase, 2000. http://wwwlib.umi.com/cr/mo/fullcit?p9974698.
Full textRedden, Shari Lynn. "The Effectiveness of Combining Simulation and Role Playing in Nursing Education." ScholarWorks, 2015. https://scholarworks.waldenu.edu/dissertations/1463.
Full textMartins, Cristina de Matos. "Um estudo do perfil textual de role playing games \'pedagógicos\'." Universidade de São Paulo, 2007. http://www.teses.usp.br/teses/disponiveis/8/8142/tde-20122007-134211/.
Full textThis paper studies the textual characteristics of the so-called pedagogical role-playing games, with a dual purpose: to explain some of the aspects that distinguish the adventure game as a kind of text and to reflect upon its usage as a pedagogical instrument. The corpus comprises two adventure games with pedagogical purposes, present in two means: an insert and a book. The insert-game is part of Revista do Ensino Médio do MEC (2004) and offers a very simplified adventure game, A travessia do Liso do Suçuarão, based on the novel Grande Sertão: veredas by Guimarães Rosa. The book-game delivers a more complex adventure that talks about the robbery of a Portinari canvas, O resgate de \"Retirantes\" and is part of the Mini-Gurps series, created for beginners, published by Editora Devir (SP). The theoretical frame that guides the research is mainly focused on contributions of the ergodic literary theory proposed by Aarseth (1997), and, whenever necessary and relevant, contributions from other text and discourse theorists were taken into account, especially the works by Koch (2002; 2003; 2005) and Maingueneau (1996; 1997; 2001; 2002; 2004). The selected adventure games underwent a two-step analysis: a reading stage, and one consisting of an observation of a session of one of these games. In the reading step, the analyst places herself as the game operator with the aim of learning it, exposing the hypertextual characteristics of this kind of text and the reading skills it requires. In the observation stage of a session of the book-game O resgate de \"Retirantes\", the analyst reveals, from the Master\'s action and his interaction with the group of players, the update of a possible version of this adventure: proximity or distance towards the adventure proposed in the book-game. Revealing some of the ergodic features of these two adventure games leads to discussing again the pedagogical component that has been associated to them. The pedagogical aim of the games is not centered on the informational content that the fiction text would help spread, but on the reading and representation skills of the games.
Gasque, Travis M. "Design agency: Dissecting the layers of tabletop role-playing game campaign design." Thesis, Georgia Institute of Technology, 2016. http://hdl.handle.net/1853/55055.
Full textVasques, Rafael Carneiro [UNESP]. "As potencialidades do RPG (Role Playing game) na educação escolar." Universidade Estadual Paulista (UNESP), 2008. http://hdl.handle.net/11449/90316.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Este trabalho pretende apresentar uma análise do RPG (Role Playing Game) a partir de sua fecundidade enquanto ferramenta didático-pedagógica. Neste sentido, um de nossos esforços foi o exame de pesquisas brasileiras que abordaram o jogo, para uma melhor compreensão da metodologia aplicada ao estudo deste que é um objeto recente das ciências. Por notarmos a existência de uma visão marginalizadora em relação ao RPG, capaz de limitar as iniciativas de utilização do jogo no processo de ensinoaprendizagem, sentimos a necessidade de desmistificá-lo e, assim, analisamos notícias divulgadas na mídia que sugerem a existência de uma conexão entre o RPG, crimes e rituais de magia; bem como materiais de instituições religiosas em que esta associação também é pontuada. Para assimilar esta tensa relação entre o RPG e a religião, lançamos mão do conceito, formulado por Max Weber, de desencantamento do mundo e, com isso, inferimos a filiação do RPG ao pensamento científico, dedução esclarecedora para a compreensão do conflito deste com o pensamento religioso. Paralelamente à discussão destas questões preliminares, apontamos no RPG traços do Romantismo Anti-Capitalista de Michael Löwy e Robert Sayre, o que nos permitiu compreender características deste jogo que possibilitam uma experiência educativa que contradiz a semiformação oferecida pela Indústria Cultural, ao propor uma ação alicerçada na Experiência (Erfahrung) dos participantes, ao contrário das mercadorias típicas da Indústria Cultural, fundadas na Vivência (Erlebnis) dos expectadores. Abordamos ainda uma especificidade do objeto que julgamos significativa: a possibilidade dos jogadores de lançarem à história um olhar não-determinista, por ser esta apresentada de forma aberta a transformações e construída coletivamente, desnaturalizando o social.
This work seeks to present an analysis of role-playing games (RPGs) from the perspective of their richness as didactical-pedagogical tools. As such, we endeavor to investigate the ongoing research regarding these games, as it is carried out in Brazil, in order to achieve a better understanding of the methodology that has been applied to the study of this brand-new subject of science. Since we notice a trend towards marginalization of role-playing games – an outlook that could curtail initiatives regarding the application of RPGs to the teachinglearning process – we consider it necessary to demystify them; therefore, pieces of news disclosed by the media, implying a connection between RPGs, crime and magic rituals, are analysed; materials issued by religious institutions in which that connection is punctuated are scrutinized as well. To grasp this uneasy relationship between role-playing games and religion, we refer to Max Weber’s concept of disenchantment of the world, and by doing so we infer the association of RPGs to scientific thinking – an enlightening conclusion that has enabled us to understand the conflict between scientific and religious thinking. Besides discussing these preliminary issues, we identify in role-playing games some features from Michael Löwy and Robert Sayre’s Romantic anti-Capitalism, a perspective that allowed us to understand certain traits of these games, traits that enable an educative experience in contradiction with the semi-formation offered by Cultural Industry, by proposing an action grounded in the partakers’ Experience (Erfahrung), instead of the typical commodities of the Cultural Industry that are based in the viewers’ Lived Experience (Erlebnis).
Towle, Bradford Allen. "Combining role playing game constructs toward real time strategy games." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1447598.
Full textVowles, Amy. "The psychology of Massively Multiplayer Online Role-Playing Games (MMORPG's)." Thesis, University of Birmingham, 2012. http://etheses.bham.ac.uk//id/eprint/6875/.
Full textVasques, Rafael Carneiro. "As potencialidades do RPG (Role Playing game) na educação escolar /." Araraquara : [s.n.], 2008. http://hdl.handle.net/11449/90316.
Full textBanca: Ricardo Leite Camargo
Banca: Edvaldo Souza Couto
Resumo: Este trabalho pretende apresentar uma análise do RPG (Role Playing Game) a partir de sua fecundidade enquanto ferramenta didático-pedagógica. Neste sentido, um de nossos esforços foi o exame de pesquisas brasileiras que abordaram o jogo, para uma melhor compreensão da metodologia aplicada ao estudo deste que é um objeto recente das ciências. Por notarmos a existência de uma visão marginalizadora em relação ao RPG, capaz de limitar as iniciativas de utilização do jogo no processo de ensinoaprendizagem, sentimos a necessidade de desmistificá-lo e, assim, analisamos notícias divulgadas na mídia que sugerem a existência de uma conexão entre o RPG, crimes e rituais de magia; bem como materiais de instituições religiosas em que esta associação também é pontuada. Para assimilar esta tensa relação entre o RPG e a religião, lançamos mão do conceito, formulado por Max Weber, de desencantamento do mundo e, com isso, inferimos a filiação do RPG ao pensamento científico, dedução esclarecedora para a compreensão do conflito deste com o pensamento religioso. Paralelamente à discussão destas questões preliminares, apontamos no RPG traços do Romantismo Anti-Capitalista de Michael Löwy e Robert Sayre, o que nos permitiu compreender características deste jogo que possibilitam uma experiência educativa que contradiz a semiformação oferecida pela Indústria Cultural, ao propor uma ação alicerçada na Experiência (Erfahrung) dos participantes, ao contrário das mercadorias típicas da Indústria Cultural, fundadas na Vivência (Erlebnis) dos expectadores. Abordamos ainda uma especificidade do objeto que julgamos significativa: a possibilidade dos jogadores de lançarem à história um olhar não-determinista, por ser esta apresentada de forma aberta a transformações e construída coletivamente, desnaturalizando o social.
Abstract: This work seeks to present an analysis of role-playing games (RPGs) from the perspective of their richness as didactical-pedagogical tools. As such, we endeavor to investigate the ongoing research regarding these games, as it is carried out in Brazil, in order to achieve a better understanding of the methodology that has been applied to the study of this brand-new subject of science. Since we notice a trend towards marginalization of role-playing games - an outlook that could curtail initiatives regarding the application of RPGs to the teachinglearning process - we consider it necessary to demystify them; therefore, pieces of news disclosed by the media, implying a connection between RPGs, crime and magic rituals, are analysed; materials issued by religious institutions in which that connection is punctuated are scrutinized as well. To grasp this uneasy relationship between role-playing games and religion, we refer to Max Weber's concept of disenchantment of the world, and by doing so we infer the association of RPGs to scientific thinking - an enlightening conclusion that has enabled us to understand the conflict between scientific and religious thinking. Besides discussing these preliminary issues, we identify in role-playing games some features from Michael Löwy and Robert Sayre's Romantic anti-Capitalism, a perspective that allowed us to understand certain traits of these games, traits that enable an educative experience in contradiction with the semi-formation offered by Cultural Industry, by proposing an action grounded in the partakers' Experience (Erfahrung), instead of the typical commodities of the Cultural Industry that are based in the viewers' Lived Experience (Erlebnis).
Mestre
Alrehaili, Enas Abdulrahman. "A Virtual Reality Role-Playing Serious Game for Experiential Learning." Thesis, Université d'Ottawa / University of Ottawa, 2018. http://hdl.handle.net/10393/37901.
Full textTrnka, Jiri. "Exploring Tactical Command and Control : A Role-Playing Simulation Approach." Doctoral thesis, Linköping : Department of Computer and Information Science, Linköpings universitet, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-20641.
Full textЗавальна, Л. С. "Використання рольвих ігор на уроках англійської мови." Thesis, Видавництво СумДУ, 2009. http://essuir.sumdu.edu.ua/handle/123456789/20074.
Full textBerkutova, T. I., V. V. Vrakina, and V. B. Makarov. "Interactive methods in teaching foreign languages." Thesis, NTU "KhPI", 2017. http://repository.kpi.kharkov.ua/handle/KhPI-Press/38034.
Full textJara, Soto David [Verfasser], and Peter Paul [Akademischer Betreuer] Schnierer. "Framing Strategies in Role-Playing Games. 'My Pleasure': Toward a Poetics of Framing in Tabletop Role-playing Games / David Jara Soto ; Betreuer: Peter Paul Schnierer." Heidelberg : Universitätsbibliothek Heidelberg, 2021. http://d-nb.info/1228700745/34.
Full textWeissman, Dustin R. "Impacts of Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) on Individuals’ Subjective Sense of Feeling Connected with Others." Antioch University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1496166839644501.
Full textFREITAS, LUIZ EDUARDO RICON DE. "ROLE PLAYING GAMES AND SCHOOL: A GAME OF MULTIPLE LANGUAGES AND COMPETENCIES. A CASE STUDY OF ROLE PLAYING GAMES AS PART OF THE SCHOOL´S CURRICULUM." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2006. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=9584@1.
Full textFUNDAÇÃO DE APOIO À PESQUISA DO ESTADO DO RIO DE JANEIRO
Este trabalho registra e analisa criticamente uma experiência de inserção dos jogos de RPG (Role Playing Game) como parte integrante do currículo de uma escola particular da zona sul do Rio de Janeiro, com o objetivo de se trabalhar a expressividade e a criatividade dos alunos por meio do uso de múltiplas linguagens e também como meio de se promover o desenvolvimento de variadas competências dentro de sala de aula. Ao todo, 69 crianças e jovens dos 9 aos 17 anos, alunos da 5ª série do Ensino Fundamental ao 2º ano do Ensino Médio, participaram das oficinas focalizadas nesta pesquisa. A metodologia utilizada no trabalho de campo incluiu tanto a observação, apoiada em cadernos de campo e fotografias, quanto a análise dos artefatos produzidos pelos alunos durante (e para) as sessões de jogo, sob a forma de descrições dos personagens, histórias, textos diversos, desenhos, mapas, maquetes etc, além da participação na montagem de mostras dos trabalhos, visitadas por pais, professores, familiares e demais membros da comunidade escolar. Ao lado do teatro, da música, da dança, do vídeo, dos desenhos animados e de outras linguagens e meios de expressão artística e cultural, a prática de jogos como o RPG, que reúnem ludicidade e criatividade, pode servir como forma de se aproximar o ambiente da escola do mundo complexo, múltiplo e multi-midiático no qual as crianças e os jovens das grandes cidades se encontram imersos em seu dia- a-dia.
This work documents an experiment in which Role Playing Games were part of the curriculum in a private school in Rio de Janeiro. The game was used as a tool to promote expression and creativity among the students and also the development of several competencies inside the classroom. Sixty-nine children and adolescents (ages 9 to 17, from the 5th to the 10th grade) took part in the workshops studied here. The filedwork methodology included observation, supported by field notes and photos, along with the analysis of artifacts produced by the students during (and for) the game sessions, such as character profiles, stories, assorted texts, drawings, maps, schetches, mock ups and others, and also their engajement in the preparation of a show, visited by parents, teachers, family membres and other members of the school community. As with theater, music, dace, video-production, animation and other forms of artistic and cultural expression, games like RPGs, that unite creativity and fun, might serve as a way to straighten the ties between the school and the complex, multiple and multimidiatic world where children and adolescents in major cities are imersed in day-to-day basis.
Chan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.
Full textHong, Tianpeng, and hodyhong@gmail com. "Investigating privacy issues in mobile messaging through a role playing game." RMIT University. Media and Communication, 2010. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20100128.142455.
Full textRogers, Neal L. Umphress David A. "Discrete event role playing simulation of small team software engineering projects." Auburn, Ala., 2006. http://repo.lib.auburn.edu/2006%20Summer/Dissertations/ROGERS_NEAL_18.pdf.
Full textWong, Tiffany Chi Man. "ELK : an online, role-playing game to better elicit learner knowledge." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113454.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 63-64).
Teachers that elicit learner knowledge at the beginning of new units are more aware of student preconceptions and reasoning. Teachers who understand student preconceptions are able better to anticipate misconceptions and help students assimilate new knowledge. However, many pre-service and in-service teachers neither collect student ideas nor know how to do so. For my thesis, I have designed and implemented Eliciting Learner Knowledge (ELK), an online, role-playing game for pre-service teachers. While playing ELK, users experiment and learn skills and strategies for gathering students ideas. The game has been iteratively user tested during Teaching System Lab's Dine and Play sessions and implemented in MIT's 11.125 Introduction to Education class.
by Tiffany Chi Man Wong.
M. Eng.
Van, Wyngaard Elizma. "Volatiles playing an important role in South African Sauvignon blanc wines." Thesis, Stellenbosch : Stellenbosch University, 2013. http://hdl.handle.net/10019.1/80274.
Full textENGLISH ABSTRACT: Sauvignon blanc wines have become progressively more important in the commercial market. Extensive research is being done in various countries to gain more understanding about the aroma compounds found in Sauvignon blanc wines and the interactions between them. Sauvignon blanc wines often have either have a green or tropical style. The green style is caused by the methoxypyrazines while the volatile thiols are important contributing compounds to the tropical style. Various international studies have focussed on measuring the chemical composition of Sauvignon blanc wines. However, more research is required on South African Sauvignon blanc wines. Little is known of the volatile thiols content of South African Sauvignon blanc wines, although the methoxypyrazine content has been extensively reported on. Although methoxypyrazines and volatile thiols are seen as the most important aroma compounds contributing to Sauvignon blanc character, other compounds contribute as well. Esters, monoterpenes and phenols have been found to influence Sauvignon blanc aroma and interact with the methoxypyrazines and volatile thiols. The complex interaction between the compounds responsible for the aroma of Sauvignon blanc wines are still not fully understood and further research is thus needed. The first part of the current study investigated the interaction between a specific methoxypyrazine and volatile thiol. Five different concentrations of 2-isobutyl-3- methoxypyrazine (ibMP) and 3-mercaptohexan-1-ol (3MH) were spiked in dearomatize, neutral Sauvignon blanc wine. The single compounds as well as every possible combination of the range of concentrations were evaluated using sensory descriptive analysis. It was found using various statistical approaches that ibMP suppressed the tropical attributes associated with 3MH and that 3MH suppressed the green attributes that correlated with ibMP. The concentrations at which the suppression occurred and the degree of suppression was different for each attribute. The second part of the current study focussed on commercial South African Sauvignon blanc wines. Sensory descriptive analysis and chemical analysis were used to assess the wines and measure the volatile thiol and methoxypyrazine concentrations. The concentrations of volatile thiols and methoxypyrazines were found to be in line with international Sauvignon blanc wines. It was also shown for the first time that the mutually suppressive trend between the volatile thiols and methoxypyrazines can be seen in commercial Sauvignon blanc wines as well. Future work is needed to fully understand the complex interaction between the various compounds in Sauvignon blanc wines. Further research could focus on investigating the mechanism of interaction between the volatile thiols and methoxypyrazines as well as other aroma compounds.
AFRIKAANSE OPSOMMING: Sauvignon blanc-wyne word toenemend belangriker in die kommersiële mark. Omvattende navorsing word in etlike lande gedoen om meer begrip te ontwikkel van die aromaverbindings wat in Sauvignon blanc-wyne teenwoordig is, asook van die interaksies tussen hulle. Sauvignon blanc-wyne het in baie gevalle óf ’n groen óf ’n tropiese styl. Die groen styl word veroorsaak deur metoksipirasiene, terwyl die vlugtige tiole belangrike bydraende verbindings is wat aanleiding gee tot die tropiese style. Verskeie internasionale studies het reeds gefokus op die meet van die chemiese samestelling van Sauvignon blanc-wyne, maar meer navorsing is nodig oor Suid-Afrikaanse Sauvignon blanc-wyne. Min is bekend oor die inhoud van vlugtige tiole in Suid-Afrikaanse Sauvignon blanc-wyne, hoewel daar reeds op groot skaal oor die metoksipirasieninhoud verslag gedoen is. Hoewel metoksipirasiene en vlugtige tiole die belangrikste aromaverbindings is wat tot Sauvignon blanc-karakter bydra, is daar ook ander verbindings wat ’n bydrae maak. Esters, monoterpene en fenole het almal ’n invloed op Sauvignon blanc-aroma en reageer op die metoksipirasiene en vlugtige tiole. Die komplekse interaksie tussen die verbindings wat vir die aroma van Sauvignon blanc-wyne verantwoordelik is, word nog nie volledig begryp nie en verdere navorsing is nodig. Die eerste deel van die huidige studie het die interaksie tussen ’n spesifieke metoksipirasien en vlugtige tiol ondersoek. Vyf verskillende konsentrasies van 2-isobutiel-3-metoksipirasien (ibMP) en 3-merkaptoheksaan- 1-ool (3MH) is by ontgeurde, neutrale Sauvignon blanc-wyn gevoeg. Die enkel verbindings, asook elke moontlike kombinasie van die reeks konsentrasies, is deur middel van beskrywende sensoriese analise geëvalueer. Daar is met behulp van verskillende statistiese benaderings gevind dat ibMP die tropiese eienskappe wat verband hou met 3MH onderdruk het, terwyl 3MH die groen eienskappe wat verband hou met ibMP onderdruk het. Die konsentrasies waarteen die onderdrukking plaasgevind het en die vlak van onderdrukking het vir elke eienskap verskil. Die tweede deel van die studie het gefokus op kommersiële Suid-Afrikaanse Sauvignon blancwyne. Beskrywende sensoriese analise en chemiese analise is gebruik om die wyne te assesseer en die konsentrasies van vlugtige tiole en metoksipirasiene te meet. Die konsentrasies vlugtige tiole en metoksipirasiene was in lyn met dié van internasionale Sauvignon blanc-wyne. Daar is ook vir die eerste keer gewys dat die wedersyds onderdrukkende tendens tussen die vlugtige tiole en metoksipirasiene ook in kommersiële Sauvignon blanc-wyne gevind word. Toekomstige werk sou kon fokus op ’n begrip van die komplekse interaksie tussen die verskillende verbindings in Sauvignon blanc-wyne. Verdere navorsing sou ook kon fokus op ’n ondersoek van die meganisme van interaksie tussen die vlugtige tiole en metoksipirasiene, sowel as ander aromaverbindings.
The South African Wine Industry (Winetech), THRIP and the NRF for financial support
Jakobsson, Joel, and Sara Ullman. "The role-playing game Final Fantasy 7 and English vocabulary development." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-30830.
Full textBalzer, Myriel. "Live action role playing die Entwicklung realer Kompetenzen in virtuellen Welten." Marburg Tectum-Verl, 2008. http://d-nb.info/992430801/04.
Full textBalzer, Myriel. "Live action role playing : die Entwicklung realer Kompetenzen in virtuellen Welten /." Marburg : Tectum-Verl, 2009. http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&doc_number=017395356&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA.
Full textHoffmann, Raul de Souza. "Ética em jogo : uma aliança entre filosofia e role-playing games /." Bauru, 2020. http://hdl.handle.net/11449/192235.
Full textResumo: Esta pesquisa, centrada no ensino de filosofia no Ensino Médio, investiga a problemática das restrições do ensino e aprendizagem da ética, bem como a forma tradicional com que o tema é abordado no Ensino Médio e tem como objetivo propor uma sugestão de ensino de filosofia através do RPG, resgatando assim o lúdico no Ensino Médio, após esclarecer como aspectos macroestruturais, como o neoliberalismo, configuram a educação. Então, se justifica por viabilizar formas amparadas no jogo como proposta para o desenvolvimento de aprendizagem dos conceitos, empoderando os sujeitos para práticas sociais de transformação social. Trata-se de uma pesquisa com abordagem qualitativa, com utilização de pesquisa bibliográfica e documental sobre as temáticas: jogo, educação, neoliberalismo, filosofia e ética. A hipótese é de que o ensino de ética como componente da filosofia no Ensino Médio, carece de estratégias capazes de facilitar o entendimento das teorias e dos autores que constituem a história da filosofia em relação a este tema. Temos como conjectura, inclusive, que a problemática decorre do alinhamento entre políticas públicas do Estado de São Paulo com políticas econômicas neoliberais que ocasionam precariedade para a escola pública em geral. Portanto, espera-se alcançar a construção ética por meio do jogo, pois a ética é uma temática pouco abordada diretamente nas disciplinas oferecidas no Ensino Médio, mas de extrema necessidade, neste nível de ensino. Com as pesquisas já realizadas,... (Resumo completo, clicar acesso eletrônico abaixo)
Abstract: This research, centered on the teaching of philosophy in high school, investigates the issue of restrictions on teaching and learning ethics, as well as the traditional way in which the topic is addressed in high school and aims to propose a suggestion of teaching philosophy through of RPG, thus rescuing playfulness in high school, after clarifying how macro-structural aspects, such as neoliberalism, configure education. So, it is justified by enabling forms supported by the game as a proposal for the development of learning concepts, empowering the subjects for social practices of social transformation. This is a research with a qualitative approach, using bibliographic and documentary research on the themes: game, education, neoliberalism, philosophy and ethics. The hypothesis is that the teaching of ethics as a component of philosophy in high school, lacks strategies capable of facilitating the understanding of the theories and authors that constitute the history of philosophy in relation to this theme. We also have the conjecture that the problem arises from the alignment between public policies in the State of São Paulo with neoliberal economic policies that cause precariousness for the public school in general. Therefore, it is expected to achieve ethical construction through the game, because ethics is a theme that is not directly addressed in the subjects offered in high school, but of extreme need, at this level of education. With the research already carried out, we... (Complete abstract click electronic access below)
Mestre
MARAFFI, SABINA. "Learning on Gaming with Computer Class Role Playing Game: GeoQuest Project." Doctoral thesis, Università degli Studi di Camerino, 2019. http://hdl.handle.net/11581/428550.
Full textSmith, Kevin Grant. "The role of story telling in a police probationer training classroom." Thesis, n.p, 1999. http://ethos.bl.uk/.
Full textSouza, Laudicéia Normando de. "Role-play aplicado ao ensino da contabilidade: um estudo à luz dos estilos de aprendizagem e percepções discentes." Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/12/12136/tde-15122006-091321/.
Full textThis research was carried out with undergraduate students taking an introductory course on Accounting and Balance Sheet analysis for economists. It focused on verifying whether the use of role-play influenced students? level of perception as far as levels of development abilities (psychomotor domain), satisfaction (affective domes), and learning (cognitive development) go, when compared with group work. The research was conducted using ?quasi-experiment? applied to two groups ? one with 28 students and the other with 32 students. Having in mind the ethic aspects of possible harm to students? learning process, both strategies (role-play and group work) were alternatively used with the two groups, in such a way that both functioned not only as control group but also as experiment group. Both control groups performed group work aiming at finding economic and financial ways out for an Air Company in difficulty, using decision making as the means. In the experimental groups, the same activity should be carried out through role-play. Simultaneously, the researcher used the ILS questionnaire developed by Kolb to identify students? learning styles, with the objective of testing whether there was influence of different styles and the level of awareness by students. On the other hand, the questionnaire for professor evaluation sought verifying if there could be differences in the level of students? awareness before (pre-test) and after (post-test) the quasi-experiment. Questionnaires and a Focus Group were the means for the collection of data. The results showed: a) differences of perception ?among the groups? and ?isolated groups? in relation to level of awareness of learning; development of analytical and research abilities; satisfaction with participation and willingness to participate, all favoring the teaching technique of role-play over group work; b) a ?tiny? influence on student awareness level with the insertion of role-play and group work when segmented in learning styles; c) significant difference of the results in professor evaluation applied before the quasi-experiment, versus after the quasi-experiment, as far as professor incentive on course content goes. The results of the Focus Group show that role-play is effectively recommended not only for the learning of attitudes (affective domain), but also for the development of communication skills, interactivity, research and decision making (psychomotor domain). The results reached lead to the conclusion that role-playing should be used as a complement to other classroom techniques, so as to enhance students? learning possibilities.
Дегтярьова, Тетяна Олегівна, Татьяна Олеговна Дегтярева, Tetiana Olehivna Dehtiarova, and З. Б. Суджу. "Ролевые игры в методике преподавания русского языка как иностранного." Thesis, Издательство СумГУ, 2012. http://essuir.sumdu.edu.ua/handle/123456789/26256.
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