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1

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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Schuchardt, Katharina. "Memories (Un)told – Identity Construction Through Practices of Transgenerational Storytelling." Rocznik Polsko-Niemiecki, no. 27 (December 30, 2019): 89–105. http://dx.doi.org/10.35757/rpn.2019.27.1.05.

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The memories of the end of World War II play a significant role among the German minority in Poland. These memories are not only important for the generation who experienced that time, but they also influence the following generations to whom these memories were passed onto by their families. This article presents the end of World War II from the perspective of the young generation of the German minority in Opole and its surroundings, who were born in the 1980s and 1990s and whose narrative resembles the narrative of German post-war history. Both narratives circulate in family memories, and ea
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Paquier, Marie-Catherine, and Sophie Morin-Delerm. "Le silence monastique, ou les vertus de la sobriété en communication." Revue Française de Gestion 45, no. 281 (2019): 91–104. http://dx.doi.org/10.3166/rfg.2019.00334.

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Animés par des logiques antagonistes, comment offreurs monastiques contemplatifs et consommateurs laïcs matérialistes peuvent-il partager un storytelling commun ? La Narrative Transportation Theory cadre le questionnement, et une ethnographie en immersion dans l’écosystème monastique français est déployée. Les résultats montrent que, face à une marque quasi silencieuse, les acheteurs sont d’excellents storytellers, grâce à leur imagination nourrie d’archétypes. En proposant le concept d’hypo-réalité, nous lançons la réflexion sur les vertus de la sobriété en communication.
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Soulier, Eddie. "Le système de gestion des connaissances pour soutenir le storytelling dans l'entreprise." Revue française de gestion 31, no. 159 (2005): 247–66. http://dx.doi.org/10.3166/rfg.159.247-266.

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Pretty, Jules, Dennis Garrity, Hemant Kumar Badola, et al. "How the Concept of “Regenerative Good Growth” Could Help Increase Public and Policy Engagement and Speed Transitions to Net Zero and Nature Recovery." Sustainability 17, no. 3 (2025): 849. https://doi.org/10.3390/su17030849.

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Just and fair transitions to low-carbon and nature-positive ways of living need to occur fast enough to limit and reverse the climate and nature crises, but not so fast that the public is left behind. We propose the concept of “Regenerative Good Growth” (RGG) to replace the language and practice of extractive, bad GDP growth. RGG centres on the services provided by five renewable capitals: natural, social, human, cultural, and sustainable physical. The term “growth” tends to divide rather than unite, and so here we seek language and storylines that appeal to a newly emergent climate-concerned
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Stabile, Sara, Rosina Bentivenga, Emma Pietrafesa, et al. "Assessing Resilience Practices in the Digital Transformation Era: A Storytelling-Based Cross-Sectional Study in Italy." Applied Sciences 15, no. 11 (2025): 6291. https://doi.org/10.3390/app15116291.

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This study applies Safety II principles within a storytelling- and RAG-based questionnaire to explore how resilience engineering (RE) principles and practices are perceived and implemented in Italy’s manufacturing sector. Before completing the questionnaire, accident and near-miss scenarios were presented through narrative stories. The cross-sectional study on 334 companies reveals that Monitor and Respond are prioritized over Anticipate and Learn, with medium-large companies and those adopting technological innovations showing more advanced resilience-oriented OSH management practices. The st
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Costa, Rosalina Pisco. "A mise-en-scène do “comer em évora”: narrativa, visualidade e storytelling em torno do consumo enogastronómico." Revista Pesquisa Qualitativa 6, no. 12 (2018): 611. http://dx.doi.org/10.33361/rpq.2018.v.6.n.12.171.

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Resumo: Analisam-se neste texto as estratégias discursivas mobilizadas para a (re)construção social de lugares e identidades tendo em vista os fins da promoção e consumo turístico enogastronómico. Foi elaborada uma análise qualitativa de conteúdo de base indutiva, alinhada com os pressupostos da grounded-theory e inspirada pelos princípios da análise de narrativas visuais e storytelling à obra Comer em Évora: os restaurantes e as suas receitas, do fotógrafo português J. H. Coelho (2014). A ênfase na história, tradição, autenticidade e personalização, seja pela via familiar, seja pela figura do
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Davis, R. G. "A Director's Journey from Performance Art to Ecological Aesthetics." New Theatre Quarterly 30, no. 2 (2014): 168–74. http://dx.doi.org/10.1017/s0266464x1400027x.

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R.G. Davis founded the company that became the San Francisco Mime Troupe as an experimental project of the Actors' Workshop in 1959. He left the Troupe in 1970, formed the Epic West Center in Berkeley for the study of Bertolt Brecht and epic theatre, and became a pioneering director in the United States successively of the plays of Brecht and Dario Fo, on which he wrote in the original Theatre Quarterly 40 (Autumn–Winter 1981) and in New Theatre Quarterly 8 (November 1986). In this article he traces the course of his subsequent career in creating experimental storytelling events and, via an in
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KeshavarzMotlaghShirazi, Zohreh. "Cloaked Philosopher." Pacific Journal of Technology Enhanced Learning 7, no. 2 (2025): 10–11. https://doi.org/10.24135/pjtel.v7i2.210.

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This abstract presents a scholarly examination of the intertwining between traditional Iranian storytelling and contemporary educational practices through technological advancements, particularly artificial intelligence (AI). It articulates the concept of "cloaked philosophy," where deep philosophical insights are embedded within compelling narratives, akin to the allegorical style found in the works of historical Iranian mystics like Suhrawardi (Najafi, 2022). This methodology not only preserves cultural heritage but also enhances intellectual inquiry within educational frameworks (Najafi, 20
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Terenko, Olena. "Technologies of Adult Education: Northern-American Experience." Comparative Professional Pedagogy 9, no. 3 (2019): 44–50. http://dx.doi.org/10.2478/rpp-2019-0028.

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Abstract Factors that influence motivation are split into external and internal. Key peculiarities of adult who learns are found out. A person who studies can trace connection between educational needs and solution of everyday life problems. Basic terms of learning efficiency are: self-orientation and independence. The main principles of adult education are systematized. They are the following: necessity to know, consciousness, willingness to learn, focus on learning, intrinsic motivation, self-orientation, relying on experience, situational, practice-orientation, motivation. The concept “educ
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Orido, Charles. "Attracting and retaining female chefs." Hospitality Insights 1, no. 1 (2017): 9–10. http://dx.doi.org/10.24135/hi.v1i1.8.

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The chef profession is considered a challenging career, with female chefs seeming to be most affected. As such, it is rare to find female chefs occupying the coveted executive chef positions. The aim of this research was to establish if female chefs in Kenya encounter similar challenges to those experienced by female chefs elsewhere.
 Previous research shows that female chefs encounter career challenges in hospitality organisations and hence they struggle to make it as chefs; for example, studies by Druckman [1] and Harris and Giuffre [2,3] in the United States, Murray-Gibbons and Gibbons
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Balcerek, Helena. "Gra RPG w kształceniu kompetencji komunikacyjnych uczniów z ASD." Kwartalnik Pedagogiczny 69, no. 2 (2024). http://dx.doi.org/10.31338/2657-6007.kp.2024-2.3.

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This article proposes a method for developing communication competencies specifically tailored to the educational needs of students with Autism Spectrum Disorder (ASD). The educational tool presented, Legends of Aeternum, is an RPG-based board game that is currently popular among children and adolescents. Role-playing games (RPGs) allow participants to assume created characters and engage in interactive storytelling within a structured fictional world. The game’s mechanics necessitate social interaction, cooperation, and active linguistic communication among participants. During gameplay, play
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"Interactive Game "Purple Seahorse" Raises Public Awareness, Caring for Individuals with Epilepsy." International Journal of Business and Technology Management, April 30, 2024. http://dx.doi.org/10.55057/ijbtm.2024.6.1.57.

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This initiative focuses on developing a Role-Playing Game (RPG) centred on epilepsy to provide fundamental knowledge about the condition. Utilizing interactive features and storytelling enhances user engagement. The main goals of this interactive learning game are to promote a community of respect and tolerance, increase public awareness of epilepsy, and combat associated prejudice. The project follows an Enhanced 3 Production methodology, comprising pre-production, production, and post-production phases. Data collection employs both qualitative and quantitative methods, with formative and sum
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Dixon, Ian. "Film Writing Adapted for Game Narrative: Myth or Error?" M/C Journal 20, no. 1 (2017). http://dx.doi.org/10.5204/mcj.1225.

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J.J. Gittes (Jack Nicholson) is appalled to learn that his lover is a victim of incest in Robert Towne and Roman Polanski’s definitive, yet subversive film Chinatown (Roman Polanski, 1974). Similarly, Ethan Mars (Pascale Langdale), the hero of the electronic game Heavy Rain (David Cage, 2010), is equally devastated to find his child has been abducted. One a cinema classic of the detective genre, the other a sophisticated electronic game: both ground-breaking, both compelling, but delivered in contrasting media. So, what do Chinatown and Heavy Rain have in common from the writer’s point of view
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Brown, Malcolm David. "Doubt as Methodology and Object in the Phenomenology of Religion." M/C Journal 14, no. 1 (2011). http://dx.doi.org/10.5204/mcj.334.

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Photograph by Gonzalo Echeverria (2010)“I must plunge again and again in the water of doubt” (Wittgenstein 1e). The Holy Grail in the phenomenology of religion (and, to a lesser extent, the sociology of religion) is a definition of religion that actually works, but, so far, this seems to have been elusive. Classical definitions of religion—substantive (e.g. Tylor) and functionalist (e.g. Durkheim)—fail, in part because they attempt to be in three places at once, as it were: they attempt to distinguish religion from non-religion; they attempt to capture what religions have in common; and they a
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Stewart, Jon. "Oh Blessed Holy Caffeine Tree: Coffee in Popular Music." M/C Journal 15, no. 2 (2012). http://dx.doi.org/10.5204/mcj.462.

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Introduction This paper offers a survey of familiar popular music performers and songwriters who reference coffee in their work. It examines three areas of discourse: the psychoactive effects of caffeine, coffee and courtship rituals, and the politics of coffee consumption. I claim that coffee carries a cultural and musicological significance comparable to that of the chemical stimulants and consumer goods more readily associated with popular music. Songs about coffee may not be as potent as those featuring drugs and alcohol (Primack; Schapiro), or as common as those referencing commodities li
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Wilson, Shaun. "Magic and Metamodernism." M/C Journal 26, no. 5 (2023). http://dx.doi.org/10.5204/mcj.3008.

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Introduction Magic has a long and controversial history grafted through the occult, entertainment, and cultural mythology. Its agency, when thought of as a mechanism of storytelling, reconciles an oscillation between natural and unnatural phenomena in as much as magic has historically been weaponised against “society’s most marginal members” (Marshall). Yet there is no substantial investigation of magic in metamodern theory that considers the nature of magical power a critical component of a metamodern affect in contemporary art. As such, this article will argue that magic in this regard posit
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Heřmanová, Marie. "Sisterhood in 5D." M/C Journal 25, no. 1 (2022). http://dx.doi.org/10.5204/mcj.2875.

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Introduction Online influencers play an increasingly important role in political communication – they serve as both intermediaries and producers of political messages. As established opinion leaders in areas such fashion and lifestyle consumption, many influencers recently turned towards more political content (Riedl et al.). For influencers who built their personal brands around aspirational domestic and lifestyle content, the COVID-19 global pandemic created an opportunity (and sometimes even a necessity) to engage in political discourse. The most basic everyday acts and decisions – such as
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