To see the other types of publications on this topic, follow the link: Advanced Dungeons and dragons.

Dissertations / Theses on the topic 'Advanced Dungeons and dragons'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 15 dissertations / theses for your research on the topic 'Advanced Dungeons and dragons.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

1

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 text
APA, Harvard, Vancouver, ISO, and other styles
2

Aikio, J. (Jukka). "Misunderstandings during gameplay of Dungeons and Dragons." Master's thesis, University of Oulu, 2019. http://jultika.oulu.fi/Record/nbnfioulu-201904041427.

Full text
Abstract:
Abstract. The goal of this study was to locate misunderstandings, their causes and ways of resolving them during the gameplay of Dungeons and Dragons, in hopes of discovering what causes misunderstandings that disrupt the game and make it less enjoyable for players. Along with a short history of the development of the game, key terminology, core of gameplay, and the three main aspects of gameplay were also introduced. Dungeons and Dragons was inspected as a game and a co-operatively constructed narrative, thus narrative theory was included in the theoretical framework of this study, in addition to theory of miscommunication. The study was conducted by analysing extracts of a video recording of a single gameplay session of Dungeons and Dragons. The extracts under analysis were categorised under one of the three aspects of gameplay (combat, exploration, social interaction). The extracts were then presented with an amount of context, after which the causes of misunderstandings present in the extract were analysed and discussed. Collective discussion of the extracts and linguistic elements that caused misunderstanding followed the analysis section. During the discussion, the extracts were comparatively discussed and related to the specific elements that seemed to cause misunderstanding. Finally, the results of the study were summarized in the concluding section of the study. Most of the misunderstandings that were present in the data occurred during the combat aspect of the game and were caused by, or closely related to rules of the game. Misunderstandings that occurred during exploration and social interaction were found to be less disruptive, as they could occasionally be tied to the surrounding narrative, which would arguably reduce their disruptiveness. The misunderstandings that occurred were most commonly resolved by negotiating an understanding between the communicants, or by way of repair. Because of the small sample size, generalizable ways to counteract or avoid misunderstandings were not discovered. Nevertheless, tentative speculation of ways to avoid misunderstandings was provided on occasions where possible. Further research of role-playing games might be directed towards the effects that a dungeon master’s actions have on a game. Alternatively, focus could be directed towards the functions that table-top role-playing games might have outside of entertainment, such as educational functions for example.Tiivistelmä. Tutkimuksen kohteena olivat väärinymmärrykset Dungeons and Dragons pöytäroolipelissä. Tutkimuksen tavoitteena oli paikallistaa mikä aiheuttaa väärinymmärryksiä, miten väärinymmärrykset ratkaistiin, sekä miten väärinymmärryksiä voidaan välttää, jotta peliä häiritsevien elementtien syyt saataisiin selville ja siten häiriötekijät voitaisiin minimoida. Pelin kehityshistoria sekä sen terminologia ja perusteet esiteltiin lyhyesti tutkimuksen yhteydessä. Perusteista tärkeimpinä mainittakoon pelin toimintaperiaate sekä sen kolme peruspilaria (taistelu, tutkinta, ja sosiaalinen kanssakäynti). Dungeons and Dragons -peliä analysoitiin yhteisesti luotuna narratiivina, minkä takia kommunikaatiovaikeuksien teorian lisäksi tutkimuksen viitekehykseen kuului myös narratiivintutkimus. Tutkimuksen aineistona toimivat otteet yhden kokonaisen pelisession videonauhoitteesta. Otteet lajiteltiin pelin kolmen peruspilarin mukaan, jonka jälkeen ne esitettiin lukijalle ja analysoitiin yksitellen, keskittyen väärinymmärrystä aiheuttaviin tekijöihin. Analyysia seuraavassa osiossa keskustelu keskittyi otteita yhdistäviin tekijöihin ja väärinymmärrystä aiheuttaviin elementteihin kollektiivisesti. Tutkimuksen päätteeksi analyysin ja keskustelun pohjalta esitettiin yhteenveto. Suurin osa väärinymmärryksistä tapahtui taistelujaksojen yhteydessä ja johtui säännöistä. Säännöistä johtuvat väärinymmärrykset haittasivat pelin etenemistä myös eniten, verrattuna väärinymmärryksiin pelin kahden muun aspektin aikana. Muiden peruspilarien aikana tapatuvat väärinymmärrykset sidottiin usein pelin narratiiviin, mikä vähensi niiden haittavaikutusta ainakin säännöistä johtuviin väärinymmärryksiin verrattuna. Väärinymmärrykset ratkaistiin useimmiten neuvottelemalla yhteisymmärrys keskusteluun osallistuvien osapuolien kesken. Yleistettäviä keinoja torjua ja välttää väärinymmärrystä ei kyetty johtamaan tutkimusmateriaalin rajatusta koosta johtuen. Siitä huolimatta muutamia hypoteettisia keinoja esiteltiin silloin kun niitä kyettiin johtamaan analysoitavista otteista. Pöytäroolipelien tutkimusta voitaisiin tulevaisuudessa suunnata kohti vaikutuksia, joita pelinjohtajan roolia täyttävällä pelaajalla ja hänen teoillaan on peliin kokonaisuudessaan. Tulevaisuudessa tutkimus voisi myös suuntautua pöytäroolipelien eri tarkoituksiin viihteen lisäksi, kuten esimerkiksi pöytäroolipeleihin opetustyökaluna.
APA, Harvard, Vancouver, ISO, and other styles
3

Strickland, Klaira. "Defining Fan Subcultures within Dungeons & Dragons." Thesis, Western Illinois University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10809137.

Full text
Abstract:

First 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.

APA, Harvard, Vancouver, ISO, and other styles
4

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 text
Abstract:
This study explores the archetypes, motifs, and stages of the Joseph Campbell's Hero's Journey as they are found in the Moldvay revision of the rules to Basic Dungeons & Dragons, that emerge from playing the game using the seven adventure modules printed for these rules. Using narratological concepts, the definition of what makes narrative is expanded to include the narrative that emerges by playing story-based roleplaying games like Dungeons & Dragons. These narratives, based on the seven adventure modules, are the analyzed using Campbell's monomyth as an interpretive tool, showing that these types of narratives are up to similar academic scrutiny as other forms of narrative. Such scrutiny shows that the types of narrative that emerge from playing a tabletop roleplaying game like Dungeons & Dragons need an expansion of the models for narrative analysis. This expansion presents a myriad of opportunities for future study.
APA, Harvard, Vancouver, ISO, and other styles
5

Clements, 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 text
APA, Harvard, Vancouver, ISO, and other styles
6

SILVA, 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 text
Abstract:
Made available in DSpace on 2014-06-12T22:58:12Z (GMT). No. of bitstreams: 2 arquivo3874_1.pdf: 4086625 bytes, checksum: 22eaa568ecb5732e0ac00a8a939d23b9 (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2008
Conselho 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
APA, Harvard, Vancouver, ISO, and other styles
7

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 text
Abstract:
Tabletop roleplaying games are a type of social, narrative game driven by a group conversation in which a narrative which is co-created by the participants and propelled forward by some mechanical component (for example dice rolls used to determine the narrative outcomes of actions). As mode of spontaneous conversation that has a unique set of specific characteristics, it might be fair to claim that TTRPGs constitute a unique oral genre (or, in conversation analytic terms, a unique speech-exchange system).  One of the most notable characteristics of TTRPGs as conversations is the intensive use of footing shifts. As the players alternate between orienting toward the conversation as players of a game with mechanical components and as co-creators of a joint narrative, various different resources are used to signal what footing a particular turn-at-talk is produced from. Using video from Critical Role, a live-streamed Dungeons & Dragons show, this paper examines the use of footing in TTRPGs and what resources are used to signal these.  The results of the study showed that several different types of footing were used in this material, with a large amount of overlap between them. Though it was possible to identify the primary resources for signalling some of them, for others it was not clear.
APA, Harvard, Vancouver, ISO, and other styles
8

Svan, 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 text
Abstract:
This paper presents a comparative study on two Tabletop Roleplaying Games, Dungeons & Dragons and Blades in the Dark. This paper takes a look at the narrative differences within the two systems. More specifically investigate if Blades in the Dark is more playerdriven than Dungeons & Dragons. The two tested as closely as possible and will be compared with each other. This is a close reading on the rules and player agency rather than a one-on-one comparison. The comparisons were made regarding the mechanics and narrative differences within the systems rather than quality of the story. This study was conducted by running two sessions, one for each system, played by separate groups with the same game scenario and premise. Meaning that the background for both games, character and plot for the session were the same. Comparisons were made by observing player decisions, situations that arose and the influence that the gamemasters had on the game. It was found that there is a clear difference between the two systems, this difference regarding whether the players were reacting to the gamemaster, or the other way round. In Dungeons & Dragons, it was observed that the players reacted and acted according to what the gamemaster explained and played out, whereas in Blades in the Dark it appeared to be the opposite. Here we found that it was the Gamemaster who was reactive to the players instead. The paper concluded that Blades in the Dark is the more player-driven system. This short study could later be built upon and used by game developers to keep in mind and plan their future game systems around. Taking these observations on emergent narrative in Tabletop Role-playing Games into account can be used to create more player-centric and player-driven games. Meaning that the players are more in influence and decisions to make in the story and game.
I 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.
APA, Harvard, Vancouver, ISO, and other styles
9

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 text
APA, Harvard, Vancouver, ISO, and other styles
10

Hedblom, 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 text
Abstract:
Populärkultur kan ha påverkat ungdomars syn på vad religion handlar om, vad en religiös gör, och därmed även vad som är att klassa som religiositet. Att undersöka om så är fallet kan ge värdefull kunskap till vidare forskning, eftersom det leder oss till att bättre förstå vårt samtida samhälle. Rollspelare undersöks i frågan om vad som enligt dem själva gör roller i rollspel religiösa, och vilken betydelse de i dessa fall tillskriver rollernas religiositet. Ett annat mål är att se om det finns någon specifik betydelse för vad religiositet är i specifikt rollspel. Studiens frågeställning är: Vad betyder det att en roll är religiös enligt rollspelare? Studien använder sig av en teori som utgår från att betydelse skapas i hur koncept används i praktiken. Dess fokus blir därmed att besvara frågan om betydelse genom att se hur religiös roll tillämpas i rollspel, samt hur det talas kring vad en religiös roll är och gör. Undersökningen genomförs i tre moment av datainsamling: en intervjuundersökning, en observation av en rollspelssession samt kort översikt på litteratur i form av regelböcker. Det producerades tyliga svar om hur religiösa rollen tillämpas. Religiösa rollen är främst en präst med tillgång till gudarnas mätbara, spelmekaniska krafter(magi), magi som specifikt används till strid och läkande. Den religiösa rollen är i samtliga observerade fall en som aktivt jobbar åt gud, och bär alltid yrkestitel som anspelar på det, det är titlar som i nästan samtliga fall är en präst. Det är genomgående tät anknytning mellan betydelsen att en religiös är en som jobbar med gud. Specifikt så är i nästan samtliga fall magier av sådan sort att de hjälper rollen i stridssituationer, genom att utföra direkt skada men även genom att magiskt hela sår efter en strid. Även om inte enbart präster kan vara religiös så observerades religiösa inslag enbart hos prästroller i fältstudien, alla andra icke-präst roller visade varken tecken om att bry sig om gudar eller att inneha någon syn eller utövande av religiösa seder, böner, vidskepelser, konsulteringar från präster eller gudsfruktan. Sådan praxis att inte agera på sin tro stärker synen hos spelarna att endast präster blir kopplad till religiositet, sättet att använda koncept som t.ex. religion förändrar betydelsen av religion, vilket förklaras av teorin om symbolisk interaktionism.
APA, Harvard, Vancouver, ISO, and other styles
11

Sundström, Björn. "Design och utvärdering av stridssystem med fokus på meningsfulla val." Thesis, University of Skövde, School of Humanities and Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4365.

Full text
Abstract:

Syftet med detta arbete är att designa och utvärdera ett stridssystem för ett rollspel, som skall ha en högre grad av meningsfulla val än de två kommersiella rollspel som utvärderas tillsammans med det egenutvecklade stridssystemet. För att få en högre grad av meningsfulla val så designas stridssystemet efter två teorier: triangulära val och multiple-dice systems. Graden av meningsfulla val utvärderas genom strukturerade intervjuer där respondenterna svara på en enkät.

Utvärderingen visade att det egenutvecklade stridssystem inte uppnådde en högre grad av meningsfulla val än de två kommersiella stridssystemen.

Rollspelet bör i framtiden modifieras för att korrigera de problem som framkom genom utvärderingen. Utvärderingsmetoden som användes i arbetet kan utvärdera graden av meningsfulla val i alla typer av spel.

APA, Harvard, Vancouver, ISO, and other styles
12

Scudder, Sasha. "Reflections: the Positive Effect of Cooperative Roleplaying Games on Anxiety Disorders." Scholarship @ Claremont, 2019. https://scholarship.claremont.edu/scripps_theses/1241.

Full text
Abstract:
Anxiety disorders are some of the most prevalent mental illnesses in the United States, and young adults have developed a variety of coping mechanisms to deal with their symptoms. One of the most common is escapism, or the act of escaping reality by delving into alternate stimuli, fantasies, or media content, but this often leads to social or emotional isolation. Cooperative roleplaying games, such as Dungeons and Dragons, can alleviate symptoms of anxiety disorders while facilitating social interaction through escapism, creative thinking, play, and community building. The companion piece to this paper, Reflections of Fate, is a D&D 5e quest specifically designed with challenges and storylines to further these potentially healing effects.
APA, Harvard, Vancouver, ISO, and other styles
13

Olson, Clas. "Dragonlord Campaign Setting." Thesis, Blekinge Tekniska Högskola, Sektionen för teknokultur, humaniora och samhällsbyggnad, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3796.

Full text
Abstract:
Dragonlord Campaign Setting, which is a book of 250 pages, is an accessory to the role playing game Dungeons and Dragons, published by Wizards of the Coast, Inc. It describes the game world Saviat that largely is like an ordinary fantasy world, with its fantastic elves and dwarfs, its magic, and supernatural monsters and events. What sets this world apart from all the other worlds that players can place their game in, is the complex and unique caste system in society, as well as the fact the it is real dragons that rule as feudal kings and nobles over the lands on the continent. In the book, the different nations’ geography, culture, history, and society are described, and also places and people that can be interesting for a player or Dungeon Master to know about. It also contains tips and tools that can be used by gamers playing in the world, so that their play in the world of Saviat becomes more interesting and connected to the world. The book directs itself mostly towards people who play D&D, and then mainly to the Dungeon Master. The book is available to be ordered from the Internet, and it is printed with a case-wrap hard cover.
Dragonlord Campaign Setting, som är en bok på 250 sidor, är en tilläggsbok till rollspelssystemet Dungeons and Dragons, publicerat av Wizards of the Coast, Inc. Den beskriver spelvärlden Saviat som i mångt och mycket är en vanlig fantasyvärld, med sina fantastiska alver och dvärgar, sin magi och övernaturliga händelser och varelser. Vad som skiljer denna värld från alla de andra fantasyvärldar som rollspelare kan spela i, är det komplexa och unika kastsystemet i samhället, och det faktum att det är verkliga drakar som styr som feodala kungar och adelsmän över kontinentens länder. I boken beskrivs de olika ländernas geografi, kultur, historia och samhälle, och även platser och personligheter som kan vara intressant för en som spelar rollspel att känna till. Den innehåller även tips och verktyg som kan användas av en grupp som spelar i världen för att deras spel skall bli mer intressant och kopplat till världen. Boken riktar sig främst till spelargrupper som spelar D&D, och då främst till spelledaren. Boken finns tillgänglig att köpa av alla på Internet, i form av en tryckt bok med hårdpärm.
Detta är en reflektionsdel till en digital medieproduktion.
APA, Harvard, Vancouver, ISO, and other styles
14

Kaisler, Vojtěch. "Promítané uživatelské rozhraní - desková hra." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255406.

Full text
Abstract:
The thesis brings a project and an implementation of an interactive board game. The implementation can be divided into a detection part and a projection part. Detection, realized by an infra-red camera, serves as a means for recording players' responses. The players interact with the game through simple hand gestures. Projection screens a game plan, which includes the players' figures, on the table with the help of a data projector. The game chosen for projection is a role-playing game Dungeons & Dragons.
APA, Harvard, Vancouver, ISO, and other styles
15

Reitz, Austin J. "Realms of Màgia: Exploring Roleplaying Games as Interaction Design Systems." Kent State University Honors College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ksuhonors1557169231329083.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography