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1

Öhman, Sebastian. "Game mechanics, Role play, and Narrative - Critically learning values through games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20585.

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In 2018, the Swedish Parliament decided to make the UN Convention on the Rights of the Child acivil law, which will be implemented in the year 2020. The consequences of the decision are notunproblematic. The public debate, as well as research, shows that parents have a problem seeing howtheir style of parenting could correlate with the Convention’s legal text. The parents expresshopelessness towards the notion of child upbringing.This thesis is an exploratory pilot study aiming to prepare and generate new knowledge for a projectcommissioned by Save the Children with the goal to develop a game
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Aitkin, Alexander Lewis, and alex aitkin@dest gov au. "Playing at Reality: Exploring the potential of the digital game as a medium for science communication." The Australian National University. Faculty of Science, 2005. http://thesis.anu.edu.au./public/adt-ANU20050826.102832.

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Scientific culture is not popular because the essential nature of science – the models and practises that make it up – cannot be communicated via conventional media in a manner that is interesting to the average person. These models and practises might be communicated in an interesting manner using the new medium of the digital game, yet very few digital games based upon scientific simulations have been created and thus the potential of such games to facilitate scientific knowledge construction cannot be studied directly. Scientific simulations have, however, been much used by scientists to fa
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Fraenkel, Linda Anne. "Learning about water through the African catchment game : the refinement of a role playing simulation game." Thesis, Rhodes University, 2010. http://hdl.handle.net/10962/d1005518.

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This research has undertaken two key mandates. One was to develop modifications to the African Catchment Game (ACG), a role playing simulation game, in order to simulate rainfall and water management processes representative of the southern African context. The other was to understand what, if any, learning associated with water management issues had taken place as a result of playing the ACG. The modification process took the form of an action research process. The initial modifications were trialed with South African students as part of their undergraduate Geography course offered at Rhodes
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Wearne, P. R. "Dramatic role-play as a process of exploration with adolescents : a phenomenological study." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 1997. https://ro.ecu.edu.au/theses/909.

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The purpose of this research study is to describe the lived experience of adolescents with dramatic role-play as a process of exploration. The responses of the participants are compared with the proposed learning objectives of the researcher. A comparison is provided which occasionally reflects a difference in actual or perceived learning and expected learning. The process of exploration about self and society is undertaken by using dramatic role-play as a specific methodology of process drama. The current theories of 'drama education', 'process drama' and 'role-play' are discussed and evidenc
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Massey, David. "“EXPERT” AND “NON-EXPERT” DECISION MAKING IN A PARTICIPATORY GAME SIMULATION: A FARMING SCENARIO IN ATHIENOU, CYPRUS." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1339618019.

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Nilsson, Magnus. "Att spegla verkligheten - en studie av simuleringar i geografiundervisning på gymnasienivå." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-34128.

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I arbetet görs ett försök att genom litteratur och elevintervjuer närma sig frågan om vilka förutsättningar för lärande som simuleringar i geografi erbjuder och vilka lärandeteorier som då blir relevanta. Intervjuer har därför gjorts med elever efter att de genomfört ett för undersökningen utvalt simuleringsspel. I arbetet ställs också frågan om hur elever uppfattar simuleringen som didaktiskt verktyg och ett antal svarskategorier struktureras. Slutsatserna är att lärandet i simuleringar i första hand tycks vara beroende av den egna praktiska erfarenheten, den sociala interaktionen mellan delt
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Amakama, Nimisingha Jacob. "Conception et mise en œuvre d'une solution interopérable d'un hôpital de campagne mobile dédié à l'industrie pétrolière et gazière." Electronic Thesis or Diss., IMT Mines Alès, 2024. http://www.theses.fr/2024EMAL0003.

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Cette étude examine l'application de techniques computationnelles et d'un jeu de rôle de réponse aux catastrophes pour évaluer la faisabilité de développer un modèle de simulation reproductible et adaptable pour la réponse aux catastrophes et la prise de décision en situation de crise dans le domaine de la santé. Une approche de gestion de crise est utilisée pour déployer des ressources et évacuer les victimes d'un site de catastrophe hypothétique suite à un début soudain de catastrophe. Cette approche nécessite la présence d'agents divers et leur capacité à coordonner et allouer efficacement
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Jeppsson, 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.

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Will more realistic behaviour among non-playing characters (NPCs) in a role-playing game(RPG) improve the overall feeling of the game for the player? Would players notice the enhanced life of a NPC in a role-playing game, or is the time spent in cities and villages insufficient to notice any difference at all? There are plenty best-selling RPGs with simplistic, repetitive NPC behaviour on the market. Does that mean that smarter NPCs is not necessary and that an improvement of them wouldn't benefit the players' impression of it? Or would some of these well recognised games get even be
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Miller, Mitchell. "Bootstrapping Massively Multiplayer Online Role Playing Games." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2191.

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Massively Multiplayer Online Role Playing Games (MMORPGs) are a prominent genre in today's video game industry with the most popular MMORPGs generating billions of dollars in revenue and attracting millions of players. As they have grown, they have become a major target for both technological research and sociological research. In such research, it is nearly impossible to reach the same player scale from any self-made technology or sociological experiments. This greatly limits the amount of control and topics that can be explored. In an effort to make up a lacking or non-existent player-base f
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Blasingim, Kerry G. "HERO MYTHS IN JAPANESE ROLE-PLAYING GAMES." Bowling Green State University / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1147711469.

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11

Lee, Benjamin Nelson. "Lude behavior designing contexts for playing out the kingdom of God /." Theological Research Exchange Network (TREN), 2005. http://www.tren.com/search.cfm?p062-0272.

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Freeman, Lucas Jerome. "Alchemically, an Educational Role-Playing Game." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/89252.

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Alchemically is an educational role-playing game that functions as a classroom aid for boosting middle school and high school students' memorization of molecular formulas and molecule's attributes. The game implements several diverse teaching methodologies, including trial and error, practice and feedback, and the presentation of information from audio and visual cues. It also motivates students to continue learning through both intrinsic and extrinsic motivators. Student players craft molecules by choosing and placing atoms into a crafting table, then bonding them together. To help players
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Richebourg, Camille. "Participations citoyennes au processus de réforme foncière au Sénégal (2010-2017) : TerriStories, un jeu de rôles et de simulations pour faire délibérer des paysans ?" Thesis, Paris, EHESS, 2019. http://www.theses.fr/2019EHES0067.

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Ce travail de recherche analyse les dispositifs participatifs mis en place pour contribuer à la réforme foncière rurale au Sénégal. Il porte plus particulièrement sur l’analyse d’un jeu de rôles et de simulations issu de la démarche ComMod, appelé TerriStories, conceptualisé par un chercheur français et mis en œuvre par une ONG sénégalaise entre 2012 et 2015. Cette thèse fait d'abord une lecture historique des politiques foncières depuis l’indépendance, discutant la façon dont, aux différentes étapes, les connaissances sur les dynamiques foncières et les points de vue des acteurs du monde rura
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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.

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15

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/.

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Video game players demand a volume of content far in excess of the ability of game designers to create it. For example, a single quest might take a week to develop and test, which means that companies such as Blizzard are spending millions of dollars each month on new content for their games. As a result, both players and developers are frustrated with the inability to meet the demand for new content. By generating content on-demand, it is possible to create custom content for each player based on player preferences. It is also possible to make use of the current world state during generation,
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Adamatti, Diana Francisca. "Inserção de jogadores virtuais em jogos de papéis para uso em sistemas de apoio à decisão em grupo: um experimento no domínio da gestão de recursos naturais." Universidade de São Paulo, 2007. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-07012008-154915/.

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Este trabalho propoe a definicao de uma arquitetura para incorporar jogadores virtuais em uma classe de Sistemas de Apoio a Decisao em Grupos (SADs-G), baseados na utilizacao conjunta de Simulacao Baseada em Multiagentes (MABS) e Jogos de Papeis (RPGs). Estas duas tecnicas, MABS e RPGs, vem sendo utilizadas de forma integrada ha alguns anos devido a capacidade de discussao e aprendizado dos RPG e da capacidade dinamica de MABS. Os jogadores virtuais definidos devem ter a capacidade de tomada de decisao e de comunicacao entre si e com os jogadores reais durante as negociacoes. Os principais asp
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Stanko, John. "Playing to Learn." VCU Scholars Compass, 2005. http://scholarscompass.vcu.edu/etd/1512.

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This creative project explores some major issues about visual communication in digital games. The project will continue to address new questions and invite questions from my visual and communication design colleagues. My hope is that, through this document, designers will see digital games like photography was seen around the turn of the century, and movies in the 1950's and 60's. In other words, as a rich new medium that offers creative people a virtually unexplored environment in which to work and create.�
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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.

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19

Vowles, 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/.

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This paper reviews the literature on the psychological predictors of the problematic use of Massively Multiplayer Online Role Playing Games (MMORPGs). Nineteen studies were included in the review and results are discussed in terms of seven broad areas; Play time, Demographic differences, Psychological wellbeing and mental health, Personality, Cognitive factors, Physiological factors and Gamer experience and motivations. As a new area of research, the literature at present shows some limitations and inconsistencies across studies. Often factors have been considered in only one published paper,
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Martins, 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/.

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Este trabalho estuda as características textuais dos chamados role playing games \'pedagógicos\', com uma dupla finalidade: explicitar alguns dos aspectos que distinguem o jogo de aventura enquanto um tipo de texto, e refletir sobre sua utilização como instrumento pedagógico. O corpus é constituído por dois jogos de aventura com finalidade pedagógica, veiculados em dois suportes: um encarte e um livro. O encarte-jogo integra a Revista do Ensino Médio do MEC (2004) e traz um jogo de aventura bastante simplificado, A travessia do Liso do Suçuarão, baseado no romance Grande Sertão: veredas, de Gu
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Jara, 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.

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22

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.

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Educational systems can benefit from Virtual Reality’s (VR) ability to support experiential learning. In particular, VR based games, especially role-playing serious games (RPGs), can promote learning through the simulation of various educational scenarios. This thesis proposes an immersive VR-RPG to educate players about the behavior of honeybees. The player adopts the role of a honeybee and experiences a virtual world mimicking the real one from the honeybee’s perspective. Unlike most studies in educational VR, we assess the impact of immersion on knowledge gain by testing the players’ knowle
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FREITAS, 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.

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CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO<br>FUNDAÇÃO DE APOIO À PESQUISA DO ESTADO DO RIO DE JANEIRO<br>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, a
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Hoffmann, Raul de Souza. "Ética em jogo : uma aliança entre filosofia e role-playing games /." Bauru, 2020. http://hdl.handle.net/11449/192235.

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Orientador: Luciene Ferreira da Silva<br>Resumo: 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 conceito
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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.

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Dyszelski, 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.

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27

Bordenet, 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.

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Thesis (M.A.)--West Virginia University, 2000.<br>Title from document title page. Document formatted into pages; contains vi, 133 p. : ill. Includes abstract. Includes bibliographical references (p. 107-109).
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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.

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Massively multiplayer online games (MMOGs) present fantastic, persistent worlds and narratives for a community of players to experience through pre-defined rules, roles, and environments. To be able to offer the opportunity for every player to try the same experiences, many game developers have opted to create elaborate virtual theme parks: scripted experiences within static worlds that cannot be affected or changed through player actions. Within these games, some players have turned to role-playing to establish meaningful connections to these worlds by expanding upon and subverting the game
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Diao, Ziqiang [Verfasser]. "Cloud-based support for Massively Multiplayer Online Role-Playing Games / Ziqiang Diao." Magdeburg : Universitätsbibliothek, 2017. http://d-nb.info/112872653X/34.

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Robertson, Andrew David. "Massively multi-player online role-playing games in the secondary school classroom." Thesis, University of Canterbury. Education, 2007. http://hdl.handle.net/10092/1943.

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This research suggests applications in an instructional design programme that makes use of Massively-Multiplayer Online Role-playing Games (MMORPGs) in a classroom setting. The report suggests that teaching and learning programmes which use MMORPGs should cross curricula and pedagogical theorems within literacy learning. It hypothesises that without the clear and effective development of instructional design which embodies good planning; the involvement and engagement of students in preparatory work, questioning, rich learning tasks, goal setting and evaluation, and prospective activities, few
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Mariais, Christelle. "Modèles pour la conception de Learning Role-Playing Games en formation professionnelle." Phd thesis, Université de Grenoble, 2012. http://tel.archives-ouvertes.fr/tel-00702237.

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L'évolution des besoins et des exigences des apprenants vis-à-vis de la formation professionnelle continue en entreprise requiert des solutions de formation efficaces et motivantes. Dans le contexte socio-technologique actuel, l'utilisation du jeu dans la formation paraît une piste intéressante. Ce travail de thèse, réalisé en partenariat avec la société Symetrix, s'intéresse au soutien des concepteurs pédagogiques. Nous avons tout d'abord mené une étude exploratoire et structurante de domaines liés à l'intégration du jeu dans la formation. Ensuite, nous nous sommes focalisés sur les Learning
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Boscariol-Bertolino, Márcia Regina. "A linguagem de Role Playing Games Digitais e o ensino de inglês." Pontifícia Universidade Católica de São Paulo, 2008. https://tede2.pucsp.br/handle/handle/14043.

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Made available in DSpace on 2016-04-28T18:23:57Z (GMT). No. of bitstreams: 1 MARCIA REGINA BOSCARIOL-BERTOLINO.pdf: 7688545 bytes, checksum: 8aba6cbcb5c0c2e20ad3f15d29e474ee (MD5) Previous issue date: 2008-12-01<br>Secretaria da Educação do Estado de São Paulo<br>The present interdisciplinary research is aimed at analyzing the most frequent verbs, its collocates and lexical patterns found in the texts of videogames, specifically the Digital Role Playing Games. It is proposed based in the results of the research, a material using the patterns for English Teaching using the patterns found in s
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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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34

Pereira, Farley Eduardo Lamines. "No Limite da Ficção: comparações entre Literatura e RPG - Role Playing Games." Universidade Federal de Minas Gerais, 2007. http://hdl.handle.net/1843/ECAP-72BKDN.

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A partir da análise dos RPG - Role Playing Games, ou jogos de interpretação de papéis, esta dissertação aborda a negação do estatus de ficção de um modo de narrar não consagrado pela sociedade. Por modo de narrar, entendemos: a maneira específica de leitura da realidade, e posterior construção de mundo(s), de cada meio produtor de ficção. Comparamos literatura - um meio produtor de ficções consagrado - e RPG, com o objetivo de demonstrar semelhanças entre os respectivos modos de narrar, e diferenças, vitais como elementos de especificidade de cada modo. Por meio desta comparação, analisamos a
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Prax, Patrick. "Leadership behind the Screen : New Theory about Leadership in Online Role-Playing Games." Thesis, Uppsala University, Media and Communication, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-98691.

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<p>Purpose/Aim: The aim of this paper is to study how guild leaders in World of Warcraft (WOW) and leaders of real life organizations compare in terms of tasks, every-day experiences, environment, responsibilities and motivation. This comparison is used to build a new theory describing leadership in Massively Multiplayer Online Role Playing Games (MMORPGs).</p><p>Material/Method: The paper uses the grounded theory approach to build a new theory. 12 interviews were conducted, six with WOW guild leaders and six with leaders of real life organizations. The Four Capacities Framework and the Leader
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Strong, S. A. "Gamer-generated language and the localisation of Massively Multiplayer Online Role-Playing Games." Thesis, University College London (University of London), 2018. http://discovery.ucl.ac.uk/10046921/.

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Video game localisation has received increased academic attention over the past few years. Despite the call for user-oriented research, few researchers have chosen to focus on issues that are central to end-user experience and its relation to the localised text. With the increased connectivity of gaming in general, and certain game genres in particular, gamers’ language use has become an integral aspect of the game experience. As a result, gamers have become innovative, creating and re-appropriating language, often using non-standard forms to coordinate their gameplay. This innovative and non-
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Feijo, Rodrigo Orestes. "O uso de Role Playing Games como recurso pedagógico nas aulas de matemática." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2014. http://hdl.handle.net/10183/108424.

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Nesta pesquisa, abordamos uma perspectiva para o uso de jogos de Role Playing Game como recurso nas aulas de matemática. Foi implantado e avaliado o uso do jogo de RPG em turmas regulares de Ensino Médio, com a temática de investigação de casos criminais, buscando verificar quais são as vantagens e quais as dificuldades possíveis ao seu uso como recurso pedagógico na aprendizagem de matemática. As análises foram realizadas considerando a teoria construtivista de Piaget sobre o trabalho cooperativo em sala de aula e sua importância para a aprendizagem. Ao final, apresentamos pontos que devem se
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Apreotesei, B. Cezar. "“Reading” Japanese Role-playing Games : On the Example of Atelier Shallie DX (2020)." Thesis, Stockholms universitet, Avdelningen för japanska, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-184861.

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The Japanese role-playing games attract players worldwide. Though, this is not necessarily due to a fascination with Japanese culture. While considering recent research on video games in Japanese Studies, especially the monograph by Rachael Hutchinson, this thesis puts an emphasis on Game Studies, as represented by Espen Aarseth. Accordingly, it asks whether the attraction of Japanese video games is primarily due to their game ‘play’, or their stories and narrated themes. In Game Studies this issue is known as the controversy between ‘ludologists’ and ‘narratologists’. Taking Atelier Shallie (
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Loh, Benjamin Y. "Massively Multiplayer Online Role Playing Games (MMORPGs) in Malaysia: The Global-Local Nexus." Ohio University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1375663397.

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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 broad
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Achterbosch, Leigh. "Causes, magnitude and implications of Griefing in Massively Multiplayer Online Role-Playing Games." Thesis, Federation University Australia, 2015. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/97562.

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This thesis presents findings from research into the global phenomenon known as griefing that occurs in Massively Multiplayer Online Role-Playing Games (MMORPGs). Griefing, in its simplest terms, refers to the act of one player intentionally disrupting another player’s game experience for personal pleasure and potential gain. For too long it has been unknown how pervasive griefing is, how frequently griefing occurs and, in particular, the impact on players that are subjected to griefing. There has also been limited research regarding what causes a player to perform griefing. This thesis addres
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PEIXOTO, Rafaela Araújo Jordão Rigaud. "A construção de sentidos nos Role-playing Games: aspectos linguísticos e sócio-históricos." Universidade Federal de Pernambuco, 2011. https://repositorio.ufpe.br/handle/123456789/7139.

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Made available in DSpace on 2014-06-12T18:29:15Z (GMT). No. of bitstreams: 2 arquivo1793_1.pdf: 2082963 bytes, checksum: 988b3f812a615ee35ddb7a1c14f9e4d9 (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2011<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>Os role-playing games são jogos que representam bem a dinamicidade da língua, devido à necessidade de adaptação constante, em função do contexto interacional (SZUNDY, 2005; PICCOLO, 2005; BROUGÈRE, 2010). Em se tomando por base a teoria do interacionismo sócio-discu
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Weissman, 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.

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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 agenc
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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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Parsons, Jeffrey Michael. "An examination of massively multiplayer online role-playing games as a facilitator of internet addiction." Diss., University of Iowa, 2005. http://ir.uiowa.edu/etd/98.

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Thong, L. P. "Implementation of digital role-playing games in higher education classrooms to accomplish learning outcomes." Thesis, Coventry University, 2016. http://curve.coventry.ac.uk/open/items/ac8c145b-f791-4d73-9c52-6393b2bff844/1.

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Industries have expectations that university graduates possess well-rounded theoretical and practical knowledge to be successful in their jobs. While effective teaching and learning are essential goals in higher education institutions, lessons and learning activities in traditional classroom settings are often out of context, presented to students with much theoretical generality and abstract representations. This leads to a disconnection between academia and industry, where students struggle to apply abstract principles and knowledge in a real-world context to perform effectively in their wor
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Barbosa, Zara Cristina de Andrade. "Compreensão fenomenológico-existencial da experiência dos jogadores de role playing games (RPG): desvelando sentidos." PROGRAMA DE PÓS-GRADUAÇÃO EM PSICOLOGIA, 2017. https://repositorio.ufrn.br/jspui/handle/123456789/25093.

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Submitted by Automação e Estatística (sst@bczm.ufrn.br) on 2018-05-02T22:11:53Z No. of bitstreams: 1 ZaraCristinaDeAndradeBarbosa_DISSERT.pdf: 1286485 bytes, checksum: ac305da04e2c8d6c6aba84d0ee31d8d0 (MD5)<br>Approved for entry into archive by Arlan Eloi Leite Silva (eloihistoriador@yahoo.com.br) on 2018-05-04T21:54:13Z (GMT) No. of bitstreams: 1 ZaraCristinaDeAndradeBarbosa_DISSERT.pdf: 1286485 bytes, checksum: ac305da04e2c8d6c6aba84d0ee31d8d0 (MD5)<br>Made available in DSpace on 2018-05-04T21:54:13Z (GMT). No. of bitstreams: 1 ZaraCristinaDeAndradeBarbosa_DISSERT.pdf: 1286485 bytes, che
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Sales, Matheus de Oliveira. "Jogos Textuais Interativos na escola: efeitos dos Role- Playing Games na sala de aula." Universidade Federal de Pernambuco, 2013. https://repositorio.ufpe.br/handle/123456789/10234.

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Submitted by Paula Quirino (paula.quirino@ufpe.br) on 2015-03-03T19:49:39Z No. of bitstreams: 1 Dissertação Matheus Sales - Jogos Textuais Interativos na Escola.pdf: 1734339 bytes, checksum: 053eb1a5621f8d2f576166e30c176c9b (MD5)<br>Made available in DSpace on 2015-03-03T19:49:39Z (GMT). No. of bitstreams: 1 Dissertação Matheus Sales - Jogos Textuais Interativos na Escola.pdf: 1734339 bytes, checksum: 053eb1a5621f8d2f576166e30c176c9b (MD5) Previous issue date: 2013<br>Esta dissertação apresenta os resultados da aventura de pesquisar como Jogos Textuais Interativos, na modalidade de Role-Play
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Kunstmann, Maria, Henning Staar, and Monique Janneck. "„Ich nehme etwas für meine persönliche Balance mit“ – Eine explorative Studie zum Erleben von Erholung in Massively Multiplayer Online Role-Playing Games." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-154118.

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Der vorliegende Beitrag hat das Ziel, an bestehende Beiträge aus der Erholungsforschung anzuknüpfen und mittels einer qualitativen Interviewstudie zu eruieren, welchen Beitrag das Genre der MMORPGs für die Erholungsforschung liefern kann.
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