Literatura académica sobre el tema "Tabletop Role-Playing"

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Artículos de revistas sobre el tema "Tabletop Role-Playing"

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Forsythe, Carlie. "Roll for Initiative". Emerging Library & Information Perspectives 3, n.º 1 (14 de julio de 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, n.º 3 (octubre de 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 y Melissa McGonnell. "A Qualitative Exploration of the Perceived Social Benefits of Playing Table-top Role-playing Games". International Journal of Role-Playing, n.º 10 (9 de noviembre de 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, n.º 1 (31 de diciembre de 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 y Ryan Morgan. "Playing Around with Literature: Tabletop Role-Playing Games in Middle Grades ELA". Voices from the Middle 25, n.º 2 (1 de diciembre de 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 y Jaakko Stenros. "International Journal of Role-playing Issue 4 - Special Issue: Role-playing in Games -- Full Issue". International Journal of Role-Playing, n.º 4 (12 de septiembre de 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, n.º 10 (9 de noviembre de 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 y J. Tuomas Harviainen. "International Journal of Role-playing 2: Full Issue". International Journal of Role-Playing, n.º 2 (27 de marzo de 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 y Jim Whitehead. "Computer-Generated Music for Tabletop Role-Playing Games". Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 16, n.º 1 (1 de octubre de 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, n.º 4 (2 de octubre de 2021): 52–59. http://dx.doi.org/10.1080/0458063x.2021.1990667.

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Tesis sobre el tema "Tabletop Role-Playing"

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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.

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In the field of digital media, the study of interactive narratives holds the aesthetics of agency and dramatic agency as core to digital design. These principles hold that users must reliably be able to navigate the interface and the narrative elements of the artifact in order to have a lasting appeal. However, due to recent academic and critical discussions several digital artifacts are being focused on as possible new ways of engaging users. These artifacts do not adhere to the design aesthetics foundational to digital media, but represent a movement away from the principle of dramatic agency in interactive narratives. In an attempt to understand this separation and offer a solution to this developing issue, another non-digital interactive medium was studied: tabletop role-playing games. The designers of this medium were studied to understand the techniques and methods they employed to create dramatic interactive narratives for their users. These case studies suggested the designers used a third design aesthetic, design agency, to help balance the tension between agency and dramatic agency of the users of their medium. This design aesthetic could provide a balancing force to the current issues arising within interactive narrative.
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Whittemore, Rhys Duncan. "Tabletop Role-Playing Games and the Actual Play Show: Author, Audience, and Adaptation". Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/103882.

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Though tabletop role-playing games, or TRPGs, have received some scholarly attention since the creation of Dungeons and Dragons in the 1970s, very few scholars have considered how TRPGs function as a vehicle for long-form narrative. As an inherently collaborative form of narrative, the TRPG demonstrates a unique relationship between author and audience, as participants take on both roles during play. Previous narratological models of author-audience interaction are insufficient to understand the way that authorship functions in the TRPG, and the rise of actual play shows, where TRPGs are broadcast for an audience of nonparticipants, adds an extra layer of complexity to these author-audience relations. This thesis identifies key narrative elements of the TRPG, including game mechanics, framing, and collaboration, and examines how popular actual play shows and their graphic adaptations engage with these elements to create their narratives. This examination indicates that TRPGs create complex author-webs where each participant is both author and audience, and this influence pushes actual play shows and further adaptations of TRPG narratives to expand the ways in which audiences can influence and interact with narratives as they are created. The TRPG genre continues to explore how these elements can be developed beyond traditional understandings of narrative, and this development provides a framework for further narratological study of interactive works, which will only continue to evolve and grow in popularity and complexity in the continuing digital era.
Master of Arts
The tabletop role-playing game, or TRPG, has been growing in popularity since the creation of Dungeons and Dragons in the 1970s, and the rise of the actual play show, where a TRPG game is broadcast to viewers via video or podcast, has spurred both casual and scholarly interest in the TRPG. Players of TRPGs create narratives through collaborative storytelling moderated by certain rules and game mechanics, so each participant in a TRPG acts as both author and audience, as they create certain elements of the narrative and also witness the narrative creations of the other players. This particular collaborative author-audience model is not seen in any other form of narrative, and existing models of author-audience interactions do not account for authorship in the TRPG. Therefore, this thesis examines how several elements of the TRPG, such as the use of game mechanics to structure the narrative, the multiple frames in which players interact with each other, and the collaboration inherent in every game, contribute to the ways that authorship and audience interact in the narrative. It also looks at how popular actual play shows and the graphic novels they've created of their narratives engage with these elements to create their own unique audience interactions. As audience participation in the development of the stories they're consuming become more prominent with the rise of video games and other interactive media, an understanding of the evolving relationship between authorship and audience developed by the TRPG becomes important for examining interactive works in general.
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Pettersson, Fredrik. "Karaktärsskapandets potential och begränsningar". Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-232025.

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This project report describes a supplement for character creation in a tabletop role-playing game “Dragons and Demons." The purpose of this project is to improve the character creation for the players’ trough the narrative elements such as character’s background story. The applied qualitative methods such as a test panel and a questionnaire were conducted for the evaluation of theories used during character creation and to get feedback on the supplement’s creative value for the players. The aim of the questionnaire was to see how the method for the character creation differs from the regular way of making a character for a tabletop role-playing game and if this idea improves user experience during the tabletop role-playing game. The results of the evaluation are based on answers from novice and experienced players, and conclude that the additional background story creates an insight into the character's past, which makes it easier for novice players to get quick started with character creation. The experienced players expressed that the supplement for character creation was more entertaining than the traditional way of making a character for a tabletop role-playing game.
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DeHart, Gretchen L. "Out of character : issues of identity, acceptance,and creativity in tabletop role-playing games". Muncie, Ind. : Ball State University, 2008. http://cardinalscholar.bsu.edu/376.

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Lachance, Graeme. "Living Pedagogies of a Game-Master: An Autoethnographic Education of Liminal Moments". Thesis, Université d'Ottawa / University of Ottawa, 2016. http://hdl.handle.net/10393/34468.

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This study presents the concept of the pedagogy of the game-master. Written from a bricolage of autoethnographic perspectives, a fractured narrative was (de)composed out of the author’s dual experiences as educator and game-master of fantasy tabletop-role-playing games. The narrative seeks to evoke the blurred boundaries of what it means to occupy each role, dwelling between fantasies, (teaching) realities, and player/person/persona identities (Waskul & Lust, 2004), constructing and remaining in the middle of a bridged pedagogy which spans education and tabletop role-playing. From the narrative, the latter section of this manuscript presents a discussion of how the liminal duties of the game-master might help draw educators to and beyond the boundaries of what is possible in education.
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Hall, Claudia. "Tabletop role-playing game characters| A transdisciplinary and autoethnographic examination of their function and importance". Thesis, California Institute of Integral Studies, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=3743712.

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This dissertation uses mythological studies, psychological ideas and sociological techniques to introduce the reader to the thesis that tabletop role-playing game (TRPG) characters are intricate, semi-independent personae of their players, who have the potential to be equal in influence to an individual’s other expressions of personality (e.g. employee, parent, friend, etc). TRPG characters, like all aspects of personality, exist at the junction of mythical, psychological, and sociological forces. Unlike other personae, TRPG characters exist within alternative realities deliberately crafted from heroic mythology, which feature group-centered behavior at their core.

By examining differences between character and player perspectives, especially the group based norm of heroism common across many kinds of TRPGs, the importance of studying TRPG characters as personae in their own right is emphasized. The dissertation concludes with ways for TRPG scholars to increase emphasis on TRPG character studies, and with ways for non-TRPG studies to benefit from an increased emphasis on personae play as an important aspect of psychosocial growth, especially with regard to how heroism is understood in American culture.

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Jara, Soto David [Verfasser] y 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.

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Comstock, Hannah Marie. "Deivisceris". Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/103038.

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Deivisceris is a four-player role-playing tabletop game that focuses on themes of horror. It looks into ideas from the horror genre as a whole while combining aspects from the body horror and cosmic horror subgenres to create a discomforting horror experience. The game features illustrations and written events with a choice-based narrative that can have multiple outcomes depending on a player's decisions, stats, and items. Deivisceris utilizes randomness in order to create a new experience each time it is played through randomized characters and a randomized game board that is built up as it is played. The game reveals its narrative through clues within the gameplay, illustrations, and written text as characters enter the game's world blindly. Deivisceris is an immersive tabletop horror experience that can be further expanded on in the future with the possibility of a larger production.
Master of Fine Arts
Deivisceris is a four-player tabletop game that looks into the ways horror can be created in a board game format. It examines various ideas from the horror genre as a whole while taking inspiration more directly from two subgenres of horror: body horror and cosmic horror, each of which has very different ways of evoking horror. The game includes a variety of full-color illustrations and written situations that give players a chance to make their own decisions. Deivisceris utilizes randomness in order to create a new experience every time it is played. The game board is built up differently every time it is played and characters' stats, such as strength, intelligence, and endurance, may be different in each game. The game's story is revealed through clues within the gameplay, illustrations, and text. Deivisceris is a tabletop role-playing horror experience that can be further expanded on in the future with the possibility of a larger production.
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Decicio, Brendan. "The Layered Frames of Performed Tabletop: Actual-Play Podcasts and the Laminations of Media". BYU ScholarsArchive, 2020. https://scholarsarchive.byu.edu/etd/8737.

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Despite their sudden growth in popularity, the role-playing actual-play podcasts have either been ignored or grouped with the genre of audio drama in prior scholarly works. Examination using frame analysis shows, however, that these podcasts are distinct in their engagement of the audience on multiple, simultaneous levels; levels which correspond with well-known media genres such as Documentary, Fiction, and Game Play. Each frame has its own layer of identities, conduct, and avenue for appealing to audiences just as these genres have their own distinct appeals. Through the combinations of these frames, familiar tropes and techniques such as Short-Form Improv and Campbell's monomyth are broadened and challenged, and identities become entangled in this post-modern medium. Delineating the features of these frames and exploring their interactions and interconnectivity not only helps to distinguish the actual-play podcast as its own distinct podcast genre, but also highlights the potential for using such frames or frame analysis in other media forms.
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Glazer, Kip. "Imagining a constructionist game-based pedagogical model| Using tabletop role-playing game creation to enhance literature education in high school English classes". Thesis, Pepperdine University, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3731117.

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In today’s K-12 educational environment with the newly adopted Common Core State Standards (CCSS), improving student literacy as a foundational skill to obtain success in all other subject areas is one of the most important goals. Unfortunately, many literature curricula suffer from a lack of innovative pedagogy despite the introduction of various educational technologies meant to aid student learning. This study focused on developing a new game-based constructionist pedagogical model for literature education using tabletop role-playing game creation. Using Shulman’s (1987) Pedagogical Content Knowledge (PCK) that eventually evolved into Mishra and Kohler’s (2006) Technological Pedagogical Content Knowledge (TPACK) as the main theoretical framework, this design-based research showed how tabletop role-playing game creation as a constructionist pedagogical strategy successfully helped high school students to receive the benefits of high quality literature education.

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Libros sobre el tema "Tabletop Role-Playing"

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Cover, Jennifer Grouling. The creation of narrative in tabletop role-playing games. Jefferson, N.C: McFarland & Co., 2010.

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Mizer, Nicholas J. Tabletop Role-Playing Games and the Experience of Imagined Worlds. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-29127-3.

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Torres-Roman, Steven A. Dragons in the stacks: A teen librarian's guide to tabletop role-playing. Santa Barbara, California: Libraries Unlimited, 2015.

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Ayala, Andrew. Minarchy: Tabletop Role-Playing Game. Lulu Press, Inc., 2021.

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Expressions, Ansuz. Adventure Module: For Tabletop Role Playing Games. Independently Published, 2019.

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RPGntbooks. RPG Journal: Tabletop and Role Playing Game Notebook. Independently Published, 2020.

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Creation of Narrative in Tabletop Role-Playing Games. McFarland & Company, Incorporated Publishers, 2010.

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Press, Bad Luck. Dungeon Master's Combat Tracker for Tabletop Role Playing Games. Independently Published, 2020.

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Davids, Erin y Matt Davids. Dungeons: 51 Dungeons for Fantasy Tabletop Role-Playing Games. dicegeeks, 2020.

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Mizer, Nicholas J. Tabletop Role-Playing Games and the Experience of Imagined Worlds. Palgrave Macmillan, 2019.

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Capítulos de libros sobre el tema "Tabletop Role-Playing"

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White, William J., Jonne Arjoranta, Michael Hitchens, Jon Peterson, Evan Torner y Jonathan Walton. "Tabletop Role-Playing Games". En Role-Playing Game Studies, 63–86. New York: Routledge, 2018.: Routledge, 2018. http://dx.doi.org/10.4324/9781315637532-4.

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White, William J., Jonne Arjoranta, Michael Hitchens, Jon Peterson, Evan Torner y Jonathan Walton. "Tabletop Role-Playing Games". En The Routledge Handbook of Role-Playing Game Studies, 68–91. New York: Routledge, 2024. http://dx.doi.org/10.4324/9781003298045-6.

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Kilmer, Elizabeth D., Adam D. Davis, Jared N. Kilmer y Adam R. Johns. "An Introduction to Tabletop Role-Playing Games". En Therapeutically Applied Role-Playing Games, 20–26. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003281962-2.

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Kilmer, Elizabeth D., Adam D. Davis, Jared N. Kilmer y Adam R. Johns. "Common Aspects of Tabletop Role-Playing Games That Support Growth". En Therapeutically Applied Role-Playing Games, 27–34. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003281962-3.

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Kilmer, Elizabeth D., Adam D. Davis, Jared N. Kilmer y Adam R. Johns. "Choosing the Right Tabletop Role-Playing Game System for Your Therapeutically Applied Role-Playing Game Group". En Therapeutically Applied Role-Playing Games, 74–94. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003281962-6.

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Mizer, Nicholas J. "Introduction". En Tabletop Role-Playing Games and the Experience of Imagined Worlds, 1–22. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-29127-3_1.

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Mizer, Nicholas J. "Entering Imagined Worlds Through Enchanted Rationalization". En Tabletop Role-Playing Games and the Experience of Imagined Worlds, 23–46. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-29127-3_2.

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Mizer, Nicholas J. "A Life Well Played: How the Past Shapes Our Experience of Worlds". En Tabletop Role-Playing Games and the Experience of Imagined Worlds, 47–74. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-29127-3_3.

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Mizer, Nicholas J. "Color, Song, and Choice Diction: Using Chromomancy to Summon Worlds". En Tabletop Role-Playing Games and the Experience of Imagined Worlds, 75–122. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-29127-3_4.

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Mizer, Nicholas J. "Responsibly and Accurately: Dwelling in Imagined Worlds". En Tabletop Role-Playing Games and the Experience of Imagined Worlds, 123–59. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-29127-3_5.

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Actas de conferencias sobre el tema "Tabletop Role-Playing"

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Faria, Fabricio Guedes, Leonardo Tortoro Pereira y Claudio Fabiano Motta Toledo. "Adaptive Generation of Characters for Tabletop Role Playing Games". En 2019 18th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 2019. http://dx.doi.org/10.1109/sbgames.2019.00016.

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Webb, Andrew M. y Pablo Cesar. "Uncovering Seams in Distributed Play of Tabletop Role-Playing Games". En CHI PLAY '19: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3341215.3356253.

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Katifori, Akrivi, Dimitra Petousi, Pantelis Sakellariadis, Maria Roussou y Yannis Ioannidis. "Tabletop role playing games and creativity: The Game Master perspective". En FDG22: 17th International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3555858.3555918.

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Liapis, Antonios y Alena Denisova. "The Challenge of Evaluating Player Experience in Tabletop Role-Playing Games". En FDG 2023: Foundations of Digital Games 2023. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3582437.3582457.

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Tchernavskij, Philip, Andrew M. Webb, Hayden Gemeinhardt y Wendy E. Mackay. "Readymades & Repertoires: Artifact-Mediated Improvisation in Tabletop Role-Playing Games". En C&C '22: Creativity and Cognition. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3527927.3532798.

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Crain, Henry, Dan Carpenter y Chris Martens. "Evaluating a Casual Procedural Generation Tool for Tabletop Role-Playing Game Maps". En 2022 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC). IEEE, 2022. http://dx.doi.org/10.1109/vl/hcc53370.2022.9833006.

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Katifori, Akrivi, Dimitra Petousi, Pantelis Sakellariadis y Yannis Ioannidis. "“It’s Not Fair!” - Exploring Game Master Unfairness in Tabletop Role Playing Games". En FDG 2024: Foundations of Digital Games. New York, NY, USA: ACM, 2024. http://dx.doi.org/10.1145/3649921.3650008.

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Collins, Sawyer y Selma Sabanovic. ""What Does Your Robot Do?" A Tabletop Role-Playing Game to Support Robot Design". En 2021 30th IEEE International Conference on Robot & Human Interactive Communication (RO-MAN). IEEE, 2021. http://dx.doi.org/10.1109/ro-man50785.2021.9515554.

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Harris, Eboneigh. "Making Sense of the Magic: Legibility, Space, and Play in Tabletop Role-Playing Games". En 2022 AERA Annual Meeting. Washington DC: AERA, 2022. http://dx.doi.org/10.3102/1891252.

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Plijnaer, Bas A., Daisy O'Neill, Eloisa Kompier, Günter Wallner y Regina Bernhaupt. "Truesight Battle Grid - Enhancing the Game Experience of Tabletop Role-Playing through Tangible Data Visualization". En CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3383668.3419931.

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