Academic literature on the topic 'Advanced Dungeons and dragons'
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Journal articles on the topic "Advanced Dungeons and dragons"
Schell, Orville. "Dragons and Dungeons." China Quarterly 139 (September 1994): 783–93. http://dx.doi.org/10.1017/s0305741000043162.
Full textMcLean, K. Robin. "Dungeons, Dragons and Dice." Mathematical Gazette 74, no. 469 (October 1990): 243. http://dx.doi.org/10.2307/3619822.
Full textBorecky, Andrew. "Dungeons, Dragons, and Music." Journal of Sound and Music in Games 2, no. 1 (January 1, 2021): 46–64. http://dx.doi.org/10.1525/jsmg.2021.2.1.46.
Full textBryant, Levi R. "Substantial Powers, Active Affects: The Intentionality of Objects." Deleuze Studies 6, no. 4 (November 2012): 529–43. http://dx.doi.org/10.3366/dls.2012.0081.
Full textStang, Sarah, and Aaron Trammell. "The Ludic Bestiary: Misogynistic Tropes of Female Monstrosity in Dungeons & Dragons." Games and Culture 15, no. 6 (May 19, 2019): 730–47. http://dx.doi.org/10.1177/1555412019850059.
Full textCarter, Robert, and David Lester. "Personalities of Players of Dungeons and Dragons." Psychological Reports 82, no. 1 (February 1998): 182. http://dx.doi.org/10.2466/pr0.1998.82.1.182.
Full textDERENARD, LISA A. "ALIENATION AND THE GAME DUNGEONS AND DRAGONS." Psychological Reports 66, no. 3 (1990): 1219. http://dx.doi.org/10.2466/pr0.66.3.1219-1222.
Full textDERENARD, LISA A. "ALIENATION AND THE GAME DUNGEONS AND DRAGONS." Psychological Reports 66, no. 4 (1990): 1219. http://dx.doi.org/10.2466/pr0.66.4.1219-1222.
Full textDeRenard, Lisa A., and Linda Mannik Kline. "Alienation and the Game Dungeons and Dragons." Psychological Reports 66, no. 3_suppl (December 1990): 1219–22. http://dx.doi.org/10.2466/pr0.1990.66.3c.1219.
Full textTaylor, William Edward. "DUNGEONS AND DRAGONS IN AFRICAN AMERICAN ART RESEARCH." Art Documentation: Journal of the Art Libraries Society of North America 13, no. 1 (April 1994): 9–12. http://dx.doi.org/10.1086/adx.13.1.27948607.
Full textDissertations / Theses on the topic "Advanced Dungeons and dragons"
Clements, Philip Jameson. "Dungeons & Discourse: Intersectional Identities in Dungeons & Dragons." Bowling Green State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1573729920432102.
Full textAikio, J. (Jukka). "Misunderstandings during gameplay of Dungeons and Dragons." Master's thesis, University of Oulu, 2019. http://jultika.oulu.fi/Record/nbnfioulu-201904041427.
Full textStrickland, Klaira. "Defining Fan Subcultures within Dungeons & Dragons." Thesis, Western Illinois University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10809137.
Full textFirst created in 1974, the largest table-top role-playing game (RPG) Dungeons & Dragons (D&D) started out as a war game where multiple players could join in and fight monsters. Grounded in fantasy conventions and as a way to explore fantasy genres, Dungeons & Dragons popularity continued through new editions and add-ons. In addition, Dungeons & Dragons legacy has lived on in the gaming world as the father of most RPGs and fantasy games with a large fan following across various editions and over multiple decades. The fan following is still evident today due to D&D's foundations in high fantasy. An exploration of the ways in which fantasy narrative plays a role in the fan culture of D&D is necessary to understand how the aspects of fantasy affect gameplay and how players view D&D. By conducting a study of Dungeons & Dragons players which focused on close game play, players' relationships to other fantasy genres, and how players interacted with game conventions, I explored the ways in which Dungeons & Dragons introduced players to fantasy and how they participated in a fandom. This paper will present the findings of the study as well as situate Dungeons & Dragons in relationship to other fantasy and gaming subcultures.
Leopold, Robert. "The Player Character's Journey: The Hero's Journey in Moldvay's Dungeons & Dragons." Digital Commons @ East Tennessee State University, 2019. https://dc.etsu.edu/etd/3679.
Full textClements, Philip Jameson. "Roll to Save vs. Prejudice: The Phenomenology of Race in Dungeons & Dragons." Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1448050814.
Full textSILVA, Leonardo Xavier de Lima e. "Processos cognitivos em jogos de role-playing: world of warcraft vs. dungeons & dragons." Universidade Federal de Pernambuco, 2008. https://repositorio.ufpe.br/handle/123456789/8206.
Full textConselho Nacional de Desenvolvimento Científico e Tecnológico
A presente dissertação é uma análise comparativa da psicologia dos Roleplaying Games (RPGs), em suas modalidades 'de mesa' (PnP RPG) e online (MMORPG). Os referenciais científicos adotados para tal incluem, além de uma revisão da história dos jogos, a Teoria da Mediação Cognitiva (CAMPELLO DE SOUZA, 2004), a Teoria da Integração Conceitual (TURNER & FALCONNIER, 2002), um modelo fatorial das motivações nos RPGs (YEE, 2005), a perspectiva piagetiana sobre jogos e desenvolvimento cognitivo (PIAGET, 1990), a visão de Vygotsky acerca do papel sociocultural dos jogos no desenvolvimento (NEGRINE, 1995) e os Quadros de Interação (FINE, 1983). A investigação empírica abrangeu os jogos Dungeons & Dragons (D&D) e World of Warcraft (WoW), cujos jogadores foram abordados através de questionários online. Ao todo foram 606 participantes de WoW e 690 de D&D numa amostra de conveniência obtida via Web no período de outubro a dezembro de 2007. Os questionários abordaram a demografia dos indivíduos, além de suas motivações, interações, decisões, atividades, experiências, estratégias, emoções e uso de meios de suporte cognitivo no jogo. Os dados coletados foram analisados estatisticamente, com os achados interpretados à luz dos referenciais supramencionados. Os resultados obtidos revelaram que: (a) os jogadores de WoW tendem a ser mais motivados do que os de D&D, provavelmente devido à natureza mais recompensadora do primeiro jogo, (b) WoW mostra-se como um jogo voltado para regras e colaboração onde jogador e personagem se sobrepõem, enquanto que D&D apresenta-se como essencialmente simbólico e voltado para o role-playing, com clara separação entre jogador e personagem, (c) a mediação hipercultural prevalece entre os jogadores de WoW e a mediação cultural entre os de D&D, (d) os jogadores de D&D usam mais mecanismos de mediação do que os de WoW, possivelmente devido à menor potência computacional dos tipos de mecanismos favorecidos pelos primeiros, (e) WoW tende a favorecer o desenvolvimento do pensamento científico, o mesmo não ocorrendo com D&D, (f) a imersão em D&D envolve a inserção passiva dentro de uma narrativa literária, enquanto que em WoW envolve um processo cognitivo mais ativo e emocionalmente engajado e (g) existe uma clara diferença demográfica entre os dois tipos de jogador, em parte devido ao procedimento de pesquisa, mas também pode ser causa ou efeito das diferenças psicológicas observadas. Conclui-se que os RPGs estudados apresentam elevada complexidade cognitiva, sendo catalisadores de processos mentais sofisticados, com o de mesa mais próximo de um deleite literário e possíveis vocações psicoterapêuticas, enquanto o online está mais ligado ao pensamento lógico-matemático e ao trabalho em equipe, portanto, mais afins ao interesses educacionais. Ao final, são feitas diversas sugestões de investigações futuras para os temas abordados
Lindhagen, Emma. "Which Foot Forward? : An analysis of footing in the Dungeons & Dragons stream Critical Role." Thesis, Stockholms universitet, Engelska institutionen, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-190734.
Full textSvan, Oscar, and 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.
Full textI 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.
Butler, Persson Nikolai. "Från rollspel till roman : En inblick i den intermediala dialogiken mellan Dungeons & Dragons och The Crystal Shard." Thesis, Linnéuniversitetet, Institutionen för film och litteratur (IFL), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-39606.
Full textHedblom, Alexander. "Vad betyder det att en roll är religiös enligt rollspelare? : Om vad en religiös roll gör i rollspel, dess utformning och den meningen som tillskrivs den religiösa rollen därav." Thesis, Högskolan i Gävle, Religionsvetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-26403.
Full textBooks on the topic "Advanced Dungeons and dragons"
Doug, Stewart. Advanced Dungeons & dragons: Monstrous manual. 2nd ed. Renton, WA: Wizards of the Coast, 2013.
Find full textGrubb, Jeff. Manual of the planes: Advanced Dungeons & Dragons. Lake Geneva, WI: TSR, Inc., 1987.
Find full textOfficial advanced dungeons & dragons, unearthed arcana: By Gary Gygax. Lake Geneva, WI: TSR, 1985.
Find full textNicholson, Laurel, and John Keefe. Undead (Advanced Dungeons & Dragons). Mayfair Games Inc. (MGI), 1986.
Find full text[Advanced dungeons & dragons publications]. Renton, WA: Wizards of the Coast, 1999.
Find full textBorg, Richard. Advanced Dungeons and Dragons Trivia Game (Advanced Dungeons and Dragons, No. 1069). 2nd ed. TSR, 1991.
Find full textBook chapters on the topic "Advanced Dungeons and dragons"
Littmann, Greg. "Sympathy for the Devils." In Dungeons & Dragons and Philosophy, 5–22. Chichester, UK: John Wiley & Sons, Ltd, 2014. http://dx.doi.org/10.1002/9781118921166.ch1.
Full textMcCain, Kevin. "Who Is Raistlin Majere?" In Dungeons & Dragons and Philosophy, 132–44. Chichester, UK: John Wiley & Sons, Ltd, 2014. http://dx.doi.org/10.1002/9781118921166.ch10.
Full textJones, Matthew, and Ashley Brown. "Expediency and Expendability." In Dungeons & Dragons and Philosophy, 145–62. Chichester, UK: John Wiley & Sons, Ltd, 2014. http://dx.doi.org/10.1002/9781118921166.ch11.
Full textNoll, Samantha. "By Friendship or Force." In Dungeons & Dragons and Philosophy, 163–71. Chichester, UK: John Wiley & Sons, Ltd, 2014. http://dx.doi.org/10.1002/9781118921166.ch12.
Full textMacCallum-Stewart, Esther. "“Kill her, kill her! Oh God, I'm sorry!”." In Dungeons & Dragons and Philosophy, 173–88. Chichester, UK: John Wiley & Sons, Ltd, 2014. http://dx.doi.org/10.1002/9781118921166.ch13.
Full textMussett, Shannon M. "Berserker in a Skirt." In Dungeons & Dragons and Philosophy, 189–201. Chichester, UK: John Wiley & Sons, Ltd, 2014. http://dx.doi.org/10.1002/9781118921166.ch14.
Full textNicholas, Jeffery L. "“Others play at dice”." In Dungeons & Dragons and Philosophy, 202–16. Chichester, UK: John Wiley & Sons, Ltd, 2014. http://dx.doi.org/10.1002/9781118921166.ch15.
Full textMiles, J. K., and Karington Hess. "Paragons and Knaves." In Dungeons & Dragons and Philosophy, 23–34. Chichester, UK: John Wiley & Sons, Ltd, 2014. http://dx.doi.org/10.1002/9781118921166.ch2.
Full textMussett, Neil. "Is Anyone Actually Chaotic Evil?" In Dungeons & Dragons and Philosophy, 35–59. Chichester, UK: John Wiley & Sons, Ltd, 2014. http://dx.doi.org/10.1002/9781118921166.ch3.
Full textRobichaud, Christopher. "Save vs. Death." In Dungeons & Dragons and Philosophy, 61–71. Chichester, UK: John Wiley & Sons, Ltd, 2014. http://dx.doi.org/10.1002/9781118921166.ch4.
Full textConference papers on the topic "Advanced Dungeons and dragons"
Rameshkumar, Revanth, and Peter Bailey. "Storytelling with Dialogue: A Critical Role Dungeons and Dragons Dataset." In Proceedings of the 58th Annual Meeting of the Association for Computational Linguistics. Stroudsburg, PA, USA: Association for Computational Linguistics, 2020. http://dx.doi.org/10.18653/v1/2020.acl-main.459.
Full textLouis, Annie, and Charles Sutton. "Deep Dungeons and Dragons: Learning Character-Action Interactions from Role-Playing Game Transcripts." In Proceedings of the 2018 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies, Volume 2 (Short Papers). Stroudsburg, PA, USA: Association for Computational Linguistics, 2018. http://dx.doi.org/10.18653/v1/n18-2111.
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