Auswahl der wissenschaftlichen Literatur zum Thema „RPG storytelling“

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Zeitschriftenartikel zum Thema "RPG storytelling"

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JUPIT, AMELIA JATI ROBERT, JIAN WEI FAN, and SARAH SAMSON JUAN. "AirXorcist: Raising Awareness About Air Pollution through Narrative Storytelling in Computer Game." Trends in Undergraduate Research 4, no. 1 (2021): c20–27. http://dx.doi.org/10.33736/tur.2808.2021.

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Air pollution has been on the rise and poses a severe problem that needs the public’s attention and action. There is an urgency to raise awareness about air pollution among the people. Computer games can be used as a medium to raise awareness about topics of interest, such as air pollution. We have conducted an online preliminary survey among public members through random sampling to study their awareness level on air pollution and general opinion about a computer game. From the survey, we have found that the public has inaccurate knowledge about air pollution, and some of them were not aware
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Saraswati, Listya Ayu, Irfan Rifai, and Muhamad Farhan. "Role Playing Game (RPG ) Video Games and Loneliness: An Analysis of Finding Paradise Narrative." Lingua Cultura 16, no. 2 (2023): 141–46. http://dx.doi.org/10.21512/lc.v16i2.8192.

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The research argued that ‘Finding Paradise’, the third installment of adventure RPG video games developed and published by Freebird Games, embodied excellent storytelling techniques for illustrating loneliness and those who experienced it in society. The ‘Finding Paradise’ narrative used immersive technology to let players experience the subject at hand with their own senses. Video game design aimed for relevancy to contemporary society’s realities as well as compelling storytelling. Close reading was used to break down ‘Finding Paradise’ narratives into smaller aspects to strengthen and artic
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Lima, Luana Caetano de Medeiros, Charlline Vládia Silva de Melo, Marcos Teodorico Pinheiro de Almeida, et al. "AVENTUCORP: Um RPG de Tabuleiro Cooperativo para a Aprendizagem de Ciências." Cuadernos de Educación y Desarrollo 17, no. 6 (2025): e8550. https://doi.org/10.55905/cuadv17n6-033.

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O presente artigo analisa o uso das Metodologias Ativas (MA) no ensino superior, com foco na Aprendizagem Baseada em Jogos (ABJ) e no Storytelling como estratégias para o ensino de Ciências. Apresenta-se o desenvolvimento do Aventucorp, um jogo de tabuleiro cooperativo em formato de Role-Playing Game (RPG), criado com o objetivo de promover o engajamento discente, a cooperação, o pensamento crítico e a aprendizagem significativa. Inspirado no jogo Eldritch Horror, o Aventucorp foi aplicado em três sessões de playtest com estudantes e avaliado por especialistas. A análise qualitativa dos dados
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Kline, Daniel. "Bringing Interactive Storytelling to Industry: Designing a Reactive Narrative Encounter System." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 5, no. 1 (2009): 113–18. http://dx.doi.org/10.1609/aiide.v5i1.12367.

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The commercial games industry is struggling to find a form of narrative for single-player story-based games that takes advantage of the medium. Current methods are limited to structured narrative or simulation, both of which have serious game design constraints. Drama Management represents a potential new model. This talk will cover the author's research into bringing interactive storytelling to single-player story games. Focusing on the design and production needs of current titles, different groups of pen-and-paper RPG Game Masters were studied, and their interactive narrative approach was a
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Knorr, Charlotte, and Bernd Zinn. "Role-Playing in Teacher Education with InCoLearn and its Qualitative Usability." International Journal of Serious Games 11, no. 1 (2024): 25–44. http://dx.doi.org/10.17083/ijsg.v11i1.681.

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Role-playing has long been a method in the professionalization of educators to emulate or anticipate everyday school and teaching situations. This paper introduces InCoLearn, the first multiplayer online role-playing game (RPG) developed for student teachers to facilitate professional and action-based knowledge of inclusion and heterogeneity in the classroom with non-linear storytelling through individual quests. A qualitative usability study conducted via focus groups aims to provide insights into usability. It seeks to answer the research question of which aspects are perceived as the most i
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Lee, Yongseol. "Cross-cultural study on difference of aspect for enjoying roleplaying games - focused on interaction in RPG storytelling -." JOURNAL OF GLOBAL CULTURAL CONTENTS 36 (October 31, 2018): 127–43. http://dx.doi.org/10.32611/jgcc.2018.10.36.127.

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Horswill, Ian. "Fiascomatic: A Framework for Automated Fiasco Playsets." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 11, no. 3 (2021): 22–29. http://dx.doi.org/10.1609/aiide.v11i3.12823.

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We present Fiascomatic, a mixed initiative system for generating consistent scenarios for the indie storytelling RPG Fiasco. Players can repeatedly generate scenarios, locking down aspects of a scenario they like and regenerating aspects they don’t, until they arrive at a scenario they find entertaining. It is not a story generation system; it generates scenarios from which players then generate stories. Nor is it intended to generate optimal scenarios; it generates random scenarios which the players can then curate according to their taste. Fiascomatic presents an interesting intermediate poi
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Dewanto, Deanya Parahita Nauraputri, and Setefanus Suprajitno. "Exploring Narrative Structure and Immersion in the Game OMORI: Unpredictability and Trauma as Guiding Principles." k@ta kita 12, no. 3 (2024): 291–98. https://doi.org/10.9744/katakita.12.3.291-298.

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This study analyzes the narrative structure of OMORI, a 2020 psychological horror RPG by Omocat, focusing on its portrayal of trauma through the protagonist Sunny. Incorporating Bal’s (2017) narratology and Wei’s (2011) narrative framework, this study examines techniques that contribute to unpredictability and trauma-driven narrative. Using Bermejo-Berros et al.’s (2022) narrative tension theory and Green and Brock’s (2000) transportation theory, the study reveals how each technique, respectively, incites immersive horror and emotional connection in players. Unpredictability can create immersi
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Heng, Yew Ken, Jasy Suet Yan Liew, Mohammad Farris Iman Leong Abdullah, Ying Tang, and Nathan Prestopnik. "ReWIND: A CBT-Based Serious Game to Improve Cognitive Emotion Regulation and Anxiety Disorder." International Journal of Serious Games 10, no. 3 (2023): 43–65. http://dx.doi.org/10.17083/ijsg.v10i3.603.

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Games have shown successful intervention outcomes and can be used to complement the treatment of anxiety disorders. However, current serious game solutions are designed to be task-based rather than story-based. We present ReWIND, a serious role-playing game (RPG) applying cognitive behavioral therapy (CBT) to design anxiety-relevant storylines and game mechanics. ReWIND advances state-of-the-art mental health games by seamlessly integrating CBT elements and strategies into the game’s storytelling so players can learn how CBT is applied in anxiety scenarios as they play through the game. Our go
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Bruna Improta de Oliveira, MENDONCA, and BRITO Maria Alice Queiroz de. "Compreensão gestáltica de oficinas de contação de histórias em um grupo vivenciando a velhice." PHENOMENOLOGICAL STUDIES-Revista da Abordagem Gestáltica 25, no. 1 (2019): 26–37. http://dx.doi.org/10.18065/rag.2019v25.3.

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Dissertationen zum Thema "RPG storytelling"

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Perkins, Kyle Eric. "Lifesigns: Successful Storytelling in Open-World Games." Ohio University Honors Tutorial College / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1290205847.

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Graff, Lukas. "How narrative techniques affect players' engagement in action RPG Dark Souls II." Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355846.

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The purpose of the study was to get a better understanding of how players’ engagement is affected by the narrative techniques which are used in the game Dark Souls II. The four most prominent narrative techniques that were analyzed in Dark souls II were cutscenes, item descriptions, NPC’s and environmental storytelling. Qualitative and Quantitative data was collected in a questionnaire that was posted on the forum/ “subreddit” Dark souls II. The answers from 100 questionnaires were analyzed using content analysis methodology. It could be concluded in this thesis that narrative techniques that
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Zalka, Csenge V. "Collaborative Storytelling 2.0: A framework for studying forum-based role-playing games." Bowling Green State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu148959123885058.

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Freire, Filho Alexandre Costa de Luna. "As múltiplas histórias de um universo narrativo aberto." Master's thesis, 2017. http://hdl.handle.net/10400.6/9501.

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Este trabalho investiga possibilidades de poéticas narrativas em um formato de videojogo mais recente e complexo, o open world. Este tipo de jogos oferece uma ampla agência narrativa aos jogadores, e esta entra em conflito com o controle narrativo por parte dos gamedesigners. As histórias criadas pelos jogadores a cada playthrough de Elder Scrolls V: Skyrim surgem através de um acordo entre jogador e game designer, nos quais o jogador exerce diferentes papéis diegéticos, moldando uma experiência narrativa que emerge por meio de sua interferência e trabalho, sendo o jogador agente da form
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Bücher zum Thema "RPG storytelling"

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Lisboa, Philippe da Cruz. Stolen Knight - RPG Storytelling Gallery - Fantasy Illustrations. Independently Published, 2021.

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Chronicles of Adventure - The Ultimate RPG Player's Companion. Misfit Pages, 2023.

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Chronicles of Adventure - The Ultimate RPG Campaign Builder. Misfit Pages, 2023.

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Chronicles of Adventure - The Ultimate RPG Game Master's Companion. Misfit Pages, 2023.

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McNeil, Oliver. Storymaster's Tales Threatlore Town Gift Book Deluxe Colour Edition: Storytelling Adventure Pirates and Thieves RPG Team Cooperative Game. Kids and Family Solo-Five Players. Independently Published, 2022.

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Storymaster's Tales Dracodeep Dungeon Gift Book Deluxe Colour Edition: Storytelling Adventure Wizards and Witches RPG Team Cooperative Game. Kids and Family Solo-Five Players. Independently Published, 2022.

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Storymaster's Tales Weirding Woods Gift Book Deluxe Colour Edition: Storytelling Adventure Witches and Wizards RPG Team Cooperative Game. Kids and Family Solo-Five Players. Independently Published, 2022.

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Feuerstein, Marcia F., Paul Emmons, and Carolina Dayer. Confabulations: Storytelling in Architecture RPD. Taylor & Francis Group, 2018.

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Hedge, Stephanie. Roleplaying Games in the Digital Age: Essays on Transmedia Storytelling, Tabletop RPGs and Fandom. McFarland & Company, Incorporated Publishers, 2021.

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Buchteile zum Thema "RPG storytelling"

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Delmas, Guylain, Ronan Champagnat, and Michel Augeraud. "From Tabletop RPG to Interactive Storytelling: Definition of a Story Manager for Videogames." In Interactive Storytelling. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-10643-9_16.

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Manninen, Tony, Laura Vallius, and Tomi Kujanpää. "Plot Clusters – Intertwined and Re-playable Storyline Components in a Multiplayer RPG." In Technologies for Interactive Digital Storytelling and Entertainment. Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11944577_27.

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McDaniel, Rudy, Stephen M. Fiore, and Denise Nicholson. "Serious Storytelling." In Advances in Multimedia and Interactive Technologies. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-61520-739-8.ch002.

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In this chapter, the authors explore the nature and function of storytelling in serious games. Drawing from the field of narratology, they explore research related to narrative expression and relate those ideas to serious game design and development. They also consider interactive storytelling and apply and adapt traditional ideas about story as a static and predetermined entity into this new setting, a setting which depends in part upon gamer participation to craft dramatic experiences. The authors conceptualize narrative as a combination of plot, character, and environment, and then use that
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Konferenzberichte zum Thema "RPG storytelling"

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Franco, Artur O. R., Jose G. R. Maia, Joaquim A. M. Neto, and Fernando A. C. Gomes. "An Interactive Storytelling Model for Non-player Characters on Electronic RPGs." In 2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 2015. http://dx.doi.org/10.1109/sbgames.2015.13.

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