Thèses sur le sujet « Tabletop Role-Playing »
Créez une référence correcte selon les styles APA, MLA, Chicago, Harvard et plusieurs autres
Consultez les 18 meilleures thèses pour votre recherche sur le sujet « Tabletop Role-Playing ».
À côté de chaque source dans la liste de références il y a un bouton « Ajouter à la bibliographie ». Cliquez sur ce bouton, et nous générerons automatiquement la référence bibliographique pour la source choisie selon votre style de citation préféré : APA, MLA, Harvard, Vancouver, Chicago, etc.
Vous pouvez aussi télécharger le texte intégral de la publication scolaire au format pdf et consulter son résumé en ligne lorsque ces informations sont inclues dans les métadonnées.
Parcourez les thèses sur diverses disciplines et organisez correctement votre bibliographie.
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.
Texte intégralWhittemore, 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.
Texte intégralMaster of Arts
The tabletop role-playing game, or TRPG, has been growing in popularity since the creation of Dungeons and Dragons in the 1970s, and the rise of the actual play show, where a TRPG game is broadcast to viewers via video or podcast, has spurred both casual and scholarly interest in the TRPG. Players of TRPGs create narratives through collaborative storytelling moderated by certain rules and game mechanics, so each participant in a TRPG acts as both author and audience, as they create certain elements of the narrative and also witness the narrative creations of the other players. This particular collaborative author-audience model is not seen in any other form of narrative, and existing models of author-audience interactions do not account for authorship in the TRPG. Therefore, this thesis examines how several elements of the TRPG, such as the use of game mechanics to structure the narrative, the multiple frames in which players interact with each other, and the collaboration inherent in every game, contribute to the ways that authorship and audience interact in the narrative. It also looks at how popular actual play shows and the graphic novels they've created of their narratives engage with these elements to create their own unique audience interactions. As audience participation in the development of the stories they're consuming become more prominent with the rise of video games and other interactive media, an understanding of the evolving relationship between authorship and audience developed by the TRPG becomes important for examining interactive works in general.
Pettersson, Fredrik. « Karaktärsskapandets potential och begränsningar ». Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-232025.
Texte intégralDeHart, 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.
Texte intégralLachance, 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.
Texte intégralHall, 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.
Texte intégralThis dissertation uses mythological studies, psychological ideas and sociological techniques to introduce the reader to the thesis that tabletop role-playing game (TRPG) characters are intricate, semi-independent personae of their players, who have the potential to be equal in influence to an individual’s other expressions of personality (e.g. employee, parent, friend, etc). TRPG characters, like all aspects of personality, exist at the junction of mythical, psychological, and sociological forces. Unlike other personae, TRPG characters exist within alternative realities deliberately crafted from heroic mythology, which feature group-centered behavior at their core.
By examining differences between character and player perspectives, especially the group based norm of heroism common across many kinds of TRPGs, the importance of studying TRPG characters as personae in their own right is emphasized. The dissertation concludes with ways for TRPG scholars to increase emphasis on TRPG character studies, and with ways for non-TRPG studies to benefit from an increased emphasis on personae play as an important aspect of psychosocial growth, especially with regard to how heroism is understood in American culture.
Jara, Soto David [Verfasser], et 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.
Texte intégralComstock, Hannah Marie. « Deivisceris ». Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/103038.
Texte intégralMaster of Fine Arts
Deivisceris is a four-player tabletop game that looks into the ways horror can be created in a board game format. It examines various ideas from the horror genre as a whole while taking inspiration more directly from two subgenres of horror: body horror and cosmic horror, each of which has very different ways of evoking horror. The game includes a variety of full-color illustrations and written situations that give players a chance to make their own decisions. Deivisceris utilizes randomness in order to create a new experience every time it is played. The game board is built up differently every time it is played and characters' stats, such as strength, intelligence, and endurance, may be different in each game. The game's story is revealed through clues within the gameplay, illustrations, and text. Deivisceris is a tabletop role-playing horror experience that can be further expanded on in the future with the possibility of a larger production.
Decicio, Brendan. « The Layered Frames of Performed Tabletop : Actual-Play Podcasts and the Laminations of Media ». BYU ScholarsArchive, 2020. https://scholarsarchive.byu.edu/etd/8737.
Texte intégralGlazer, 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.
Texte intégralIn 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.
Jäderkvist, Henrik, et Jonsson Johannes Byman. « Spelar det någon roll ? : Äventyrsrollspel som behandlingsmetod för personer med psykisk ohälsa och autismspektrumtillstånd ». Thesis, Högskolan i Gävle, Socialt arbete, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-32697.
Texte intégralThis study explores the usage, applications, as well as the pros and cons of utilizingtabletop role-playing games as a method of therapy for individuals with mental illnessand autism spectrum disorder. Qualitative interviews were conducted with practitionerswho apply the method. The result shows that the method is structured similarly fordifferent client groups while treatment focus changes according to individual diagnoses.Some recurring themes were: fantasy as a tool for therapy, the tabletop role-playinggame framework, social training, and possibility for personal growth which are allpositive aspects of the treatment. However, the treatment has limitations when used onindividuals with certain types of mental health problems and would instead work betteras a complementary treatment. However, a high level of competence is required forpractitioners who wish to utilize the method. In the discussion we seek to answer ourexplored issues through a symbolic interactionist theoretical standpoint.
Sterckx, Joel, et Kristian Repo. « Lek eller allvar ? En roligare behandling : Bordsrollspel som behandlingsmetod och social färdighetsträning ». Thesis, Jönköping University, HHJ, Avd. för socialt arbete, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53022.
Texte intégralThis study examines how tabletop role-playing games (TTRPGs) can be used as an intervention. We have conducted a qualitative study of practitioners' participation in podcasts and panel discussions published on Youtube where they talk about TTRPGs as an intervention. The results demonstrate how TTRPGs are utilized with two, partially overlapping purposes: social skills training and treatment for mental health conditions. TTRPGs are described as a social activity with a number of inherent benefits for the player, such as increased collaboration skills, perspective-taking and emotional regulation. Whilst being led by a trained professional the game can be used as a tool to reach defined therapeutic goals. This, however, requires the game master to be well-versed in both the role of therapist as well as game master. The intervention studied is primarily used with adolescents struggling with social interactions, but also has potential to be used with adult clients. To discuss the results a symbolic interactionist perspective has been used.
Gardner, Felix. « The actualities of Actual Play : A qualitative study on interaction within the netnographic landscape of Actual Play ». Thesis, Stockholms universitet, Institutionen för etnologi, religionshistoria och genusvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-190574.
Texte intégralSvan, Oscar, et Anna Wuolo. « Emergent Player-Driven Narrative in Blades in the Dark and Dungeons & ; Dragons : A Comparative Study ». Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-448012.
Texte intégralI detta papper presenteras en jämförande undersökning av två rollspelssystem, Dungeons & Dragons och Blades in the Dark. Det här papperet kollar på skillnaderna när det kommer till spelar-drivet berättande inom de två spelen. Mer specifikt så utreds om Blades in the Dark är mer spelar-drivet än Dungeons & Dragons. De två kommer att testas så likt som möjligt och jämföras med varandra. Detta är en noggrann läsning av reglerna och spelarnas påverkan på spelets berättande, där vad som undersöks är spelets funktioner och skillnader i hur de berättas och presenteras, snarare än kvalitén på spelen eller berättelserna. Denna studie genomfördes genom att hålla två sessioner, en för varje system, spelad av separata grupper men med samma scenario och förutsättningar. Jämförelser gjordes genom att observera spelarbeslut, situationer som uppstod, samt det inflytande som spelmästare hade på spelet. En tydlig skillnad blev synlig mellan de två systemen var gällande huruvida spelarna reagerade på spelmästaren eller tvärtom. I Dungeons & Dragons observerades att spelarna reagerade och agerade enligt vad spelmästaren förklarade och spelade ut. I Blades in the Dark studerades en motsatt effekt, här upptäcktes att det var spelmästaren som reagerade på spelarna istället. Med denna undersökning kom vi fram till att Blades in the Dark är det mer spelar-drivna systemet. Den här studien kan i framtiden användas och byggas på av spelutvecklare för att göra nya spelsystem, med dessa observationer som framkom, kan komma till användning för att göra fler spel med mer spelar-drivet fokus. Vilket innebär att spelaren har mer inflytande på historiens som berättas och spelet i sig.
Streck-Havill, Trenton. « Playing Angels and Angels at Play : The Study of Religion in Tabletop Role-Playing Games ». Thesis, 2012. http://spectrum.library.concordia.ca/973912/7/Playing_Angels_and_Angels_at_Play_%2D_Thesis.pdf.
Texte intégralCover, Jennifer Ann Grouling. « Tabletop role-playing games perspectives from narrative, game, and rhetorical theory / ». 2005. http://www.lib.ncsu.edu/theses/available/etd-03262005-191219/unrestricted/etd.pdf.
Texte intégralBreen, Lorna. « Making believe, together : a pilot study of the feasibility and potential therapeutic utility of a family tabletop role-playing game ». Thesis, 2021. http://hdl.handle.net/1828/13358.
Texte intégralGraduate
2022-08-26
Dyson, Scott Benjamin, et 張禾力. « The effect of tabletop role-playing games on the emotional and cognitive creativity of Taiwanese college students ». Thesis, 2013. http://ndltd.ncl.edu.tw/handle/q84np3.
Texte intégral國立臺灣師範大學
教育心理與輔導學系
101
Research on the effect of tabletop role-playing games on creativity has been sparse. It is not clear exactly how the two are related. The purpose of this study was to examine how role-play influences cognitive and emotional creativity. To investigate this topic, this study used a two group experimental design, one treatment group (N=19) and one control group (N=20). After taking the Emotional Creativity Index (ECI) and Abbreviated Torrance Test for Adults (ATTA) as pre-tests, the treatment group played tabletop role-playing games once every week for four weeks. Upon the completion of the treatment, the subjects retook the tests. The control group only took the pre-tests and post-tests and did not play any role-playing games. After data collection, ANCOVAs were run to test the differences between the two groups. No significant results were found, and it was concluded that role-playing games do not influence the emotional or cognitive creativity of Taiwanese college students.