Academic literature on the topic 'Character playing'

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Journal articles on the topic "Character playing"

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Park, Anna E., and Tracy B. Henley. "Personality and Fantasy Game Character Preferences." Imagination, Cognition and Personality 27, no. 1 (September 2007): 37–46. http://dx.doi.org/10.2190/ic.27.1.d.

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The present study examined the relationship between personality and character preferences in fantasy computer role-playing games. Subjects were required to complete two measures: The Big Five Inventory and a survey designed to determine character preferences in fantasy computer role-playing games as well as relevant fantasy/gaming experiences. Several correlations were observed that generally support the hypothesis that individuals choose characters that are reflections of their own personalities. For example, individuals who scored high on extraversion tended to prefer characters that were described as charismatic. Likewise, agreeableness was correlated with preferences for characters with helping occupations and negatively correlated with more deviant occupations.
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Heldisari, Hana Permata. "Building Characters of Primary School Students Through Lagu Dolanan Anak (Kid’s Playing Songs) by Using The Role-Playing Method." Journal of Education Research and Evaluation 4, no. 1 (March 9, 2020): 1. http://dx.doi.org/10.23887/jere.v4i1.23324.

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Lagu dolanan anak as one form of culture that can be used as a means of conveying advice so that it is often assumed to be used as a means of character building in children. A form of preservation of lagu dolanan anak can be done through learning by using effective methods in achieving learning objectives. In this case, the purpose of learning lagu dolanan anak with the role-playing method was to understand the meaning of playing songs through learning activities of art and culture skills, with music art materials. Lagu dolanan anak studied wereAna Tamu, Cublak-Cublak Suweng, Dondhong Apa Salak, and Kuwi Apa Kuwi. The lyrics of those playing songs have been analyzed to have positive character values that are right taught to children. Through descriptive analytic from the facts, nature, the relationships between those lagu dolanan anak, role-playing learning method, and early characters building to studentswere described systematically, factually, and accurately. Learning lagu dolanan anak songs through the role-playing method contains nine-character values, namely independence, honesty, discipline, tolerance, hard work, creative, respect for achievement, and responsibility.
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Kastenmüller, Andreas, Tobias Greitemeyer, Stephen Fairclough, Daniel Waite, and Peter Fischer. "Playing Exergames and Sporting Activity." Social Psychology 44, no. 4 (July 1, 2013): 264–70. http://dx.doi.org/10.1027/1864-9335/a000111.

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Three studies were performed to investigate how identification with an exergame character increases motivation to perform physical activity and, in turn, actual physical activity. Study 1 showed that the extent to which players identified with their game character positively correlated with motivation to perform physical activity. Study 2 indicated that participants who were asked to write down similarities (high identification) compared with differences (low identification) between themselves and their exergame character strengthened their motivation to perform physical activity. Study 3 suggested that playing with a game character that looked similar to one’s own appearance (vs. controls) was accompanied by increased motivation to perform physical activity and a higher level of actual physical activity 1 week later. The level of physical activity required by an exergame had no significant influence on our results.
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James, D. M., M. J. Carré, and S. J. Haake. "Predicting the playing character of cricket pitches." Sports Engineering 8, no. 4 (December 2005): 193–207. http://dx.doi.org/10.1007/bf02844162.

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Aini, Nur. "Penerapan Metode Bermain Peran Mata Pelajaran Bahasa Indonesia Pada MI Kelas 2." Madrosatuna: Journal of Islamic Elementary School 2, no. 1 (March 1, 2019): 01. http://dx.doi.org/10.21070/madrosatuna.v2i1.1958.

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Role playing can be called a drama or imitating certain behaviors or characters that differentiate each student's position. With this method, students are expected to be able to issue their imagination in playing a character or living up to the character of a predetermined character. The research was conducted on 2nd grade students at MI Muhammadiyah 2 Kedungbanteng Tanggulangin, Sidoarjo. Method of role play a method that can be one of the solutions in the learning process in the classroom that allows learners or students the spirit in learning. And it can increase students learning interest so that students can sharpen their thinking to learn well and try hard to get a satisfactory value.
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Corredor, Javier Alejandro, and Leonardo Rojas Benavides. "Narrative and Conceptual Expertise in Massively Multiplayer Online Role Playing Games." International Journal of Gaming and Computer-Mediated Simulations 8, no. 1 (January 2016): 44–67. http://dx.doi.org/10.4018/ijgcms.2016010104.

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This article aims at investigating the differences among three groups having distinct levels of experience in massively multiplayer online role-playing games (MMORPG), when solving a character design task in the videogame World of Warcraft (WoW), and when planning how to use the character during gameplay. These groups consisted of inexperienced players, general experts in MMORPGs and specialized WoW domain experts. The evaluation showed that MMORPG experience developed character design abilities that could be applied to other videogames (e.g., general expertise skills). Such skills were related to the ability to identify deep features related to particular types of characters (e.g., Rogue). The results also showed that there are domain expertise specific abilities, which only experts in WoW have. Such abilities were related to building game descriptions that could be considered narrative in the cognitive sense of the term, because they include time, intention and interaction, and also to identifying WoW-specific variables.
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Carlomagno, Nadia, Alfredo Di Tore, and Maurizio Sibilio. "Role Playing and Perspective Taking." International Journal of Digital Literacy and Digital Competence 5, no. 2 (April 2014): 49–58. http://dx.doi.org/10.4018/ijdldc.2014040104.

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The rationale of this work combines the concepts of role playing and storytelling in the creation of an interactive virtual environment aimed at assessing and training students' perspective taking skill, or the ability of students in primary and secondary level to take the point of view of the characters of a narrative. The ability to take the perspective of others is extremely important from the cognitive point of view. Piaget has suggested that the moment we abandon the egocentric perspective in favor of the ability to take another point of view, takes place not earlier than seven years of age. Subsequent researches challenged the findings of Piaget. For this reason, the project will address children in the last years of primary school (aged 8-10) and the first level of secondary school (aged 11-13). From 8 years old then, in fact, the child, in the opinion of many researchers who have addressed this issue, should be out of the egocentric stage and should have acquired the skill of perspective taking. The goal of current stage is to create a tool that allows the students to take the point of view of the characters in a story and to make choices in the narrative, which are consistent with the role of the character played.
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Rustamaji, Devi sofa nurhidayah, and Cahniyo Wijaya Kuswanto. "Implementasi Pendidikan Karakter Anak Usia Dini melalui Metode Bermain Peran Usia 5-6 Tahun di Taman Kanak-Kanak An-Nahl Bandar Lampung." PAUD Lectura: Jurnal Pendidikan Anak Usia Dini 3, no. 01 (October 31, 2019): 1–9. http://dx.doi.org/10.31849/paud-lectura.v3i01.3080.

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Character education is considered very important to instill in children from an early age. Given the importance of forming these character values, character education can be developed by teachers by implementing character education through role playing methods. The formulation of the problem that the researchers proposed was how to implement character education for early childhood through the role playing method aged 5-6 years in An-Nahl Bandar Lampung Kindergarten. The purpose of this study was to find out about how the implementation of character education through the method of playing the role of early childhood in An-Nahl Bandar Lampung Kindergarten.This research method uses a qualitative descriptive approach involving 1 teacher and the number of 14 children while the object of the research is the implementation of early childhood character education through role playing methods aged 5-6 years at An-Nahl Bandar Lampung Kindergarten, data collected through observation, interviews, and documentation.The results of the study show that the implementation of character education through role playing methods is as follows with the steps: (1) The Teacher Gathered the Children to Give Direction and Rules of the Play, (2) The teacher discusses the Tools that Will Be Used by Children to Play, (3 ) The Teacher Shares the Assignment to Children Before Playing According to Groups To Not Fight, (4) Teachers Gather Children To Be Guided, Give Rules In Games, Accompany And Calculate Children, (5) Educators Only Watch Or Accompany Children In Role Playing, (6 ) Children Play As They Are, Children Can Switch When Bored. Based on the results of the study that the development of the character education of children who have not yet developed (0), began to develop (5), developed according to expectations (6), developed very well (3). This research describes how the teacher processes in implementing child character education and can be used as an alternative source in the process of implementing character education for early childhood.
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Poorman, Paula B. "Biography and Role Playing: Fostering Empathy in Abnormal Psychology." Teaching of Psychology 29, no. 1 (January 2002): 32–36. http://dx.doi.org/10.1207/s15328023top2901_08.

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In this article I describe a method of fostering empathy in undergraduate and graduate students of abnormal psychology. Students depicted a psychological disorder by writing a brief biography and then role playing the characters they developed. Students demonstrated understanding of the disorders by acting and interacting in a manner consistent with their character and diagnosing other student “characters” using criteria from the Diagnostic and Statistical Manual of Mental Disorders–IV (American Psychiatric Association, 1994). Interpersonal Reactivity Index (Davis, 1980) results indicated student empathy increased significantly after the exercises. Qualitative analyses of focus group interview data supported and augmented the quantitative findings. Students attributed complex gains to the exercises.
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Pamungkas, Joko, Amir Syamsudin, and Harun Harun. "Gamelan Bocah (GACAH): Penumbuhan Karakter Kebangsaan di TK Sari Asih Yogyakarta." AL-ATHFAL : JURNAL PENDIDIKAN ANAK 4, no. 2 (December 31, 2018): 199–210. http://dx.doi.org/10.14421/al-athfal.2018.42-07.

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This study aims to describe the children gamelan media in fostering national character values such as tolerance, responsibility, independence, adaptation, courtesy and discipline, and finalize the achievements of gross motoric development, fine motor skills, cognitive, and the early childhood art. This research method uses quasi-experiment. The variables consisted of playing children gamelan, children development, and national character values. The subjects were 16 students aged 4-6 years of Sari Asih Kindergarten, Catur Tunggal, Depok, Sleman, Yogyakarta. This research starts from learning using children gamelan media and observing children national character behavior as well as the achievements of the children development. Data collection techniques use observation sheets for national character behavior and unstructured interview guidelines. The data analysis technique uses descriptive-qualitative. The results showed that playing children gamelan can accelerate the stimulation of the values of tolerant, responsible, and children independent characters, and can finalize the achievement of gross and cognitive motor development.
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Dissertations / Theses on the topic "Character playing"

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Bungard, Christopher William. "Playing with Your Role in Plautine Theater." The Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=osu1211552932.

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Lindholm, Emil. "Procedurally generating an initial character state for interesting role-playing game experiences." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20188.

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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 better with a more evolved AI? These are some of the thoughts that created the initial spark of curiosity that inspired the making of this article. By assuming that a more complex game AI for the NPCs will improve the realism and feeling in a role-playing game, a research about possible techniques to achieve this was made. The technique Smart Terrain was found most beneficial for the purpose with this research. It's been used successfully in the well-selling game The Sims and appeared to be a good choice for an NPC AI with the flexibility and expandability it delivers. With a technique of great potential selected, a first version of an AI using it was implemented as a module to the commercial RPG Neverwinter Nights 2(NWN2). With the implemented Smart Terrain AI at hand, twelve testers got to compare this AI with the one that is encountered in the original campaign of NWN2. As all the participants in the test thought the new version of the AI more realistic than the original AI, the hypothesis was proven to be true. The results gave a strong indication of that using the Smart Terrain technique is a good choice to achieve higher realism among non-hostile NPCs in a RPG like NWN2.
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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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Malm, Karl. "Seven Chunks Of Character Creation : Examining Acceptance of Ranges for Attributes in Role-Playing Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355859.

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Digital game developers often struggle with creating games that are challenging but inviting towards new audiences. One of these challenges revolves around the complexity of character creation, specifically in Role-Playing Games. Presenting and utilizing statistics that a player can alter is done at a critical moment of play, often before a player has begun playing the main portion of the game. A risk therefore exists of confusing or alienating those who have adopted the game with too much information that has a significant effect on later experiences with said game. This paper sought to determine which player demographics seek or may avoid specific numerical complexity within digital games and suggests which range of decisions they would accept when presented with a new gaming experience, focusing specifically on character attributes (also known as statistics).
Digitala spelutvecklare måste ofta kämpa med att skapa spel som både lockar nya spelare men samtidigt är svåra nog att klara för att vara utmanande. En utmaning kopplad till detta är skapandet av karaktärer, specifikt i rollspel. Presentationen av karaktärsattribut som spelare kan ändra sker vid ett kritiskt moment av spelande (dess början), oftast innan en spelare har börjat spela huvuddelen av ett spel. Det existerar därför en risk av att förvirra eller skrämma bort de som införskaffat spelet, då de överväldigas av för mycket information om spelelement som har markant effekt, speciellt senare i det nämnda spelets delar. Denna uppsats hade därför som uppgift att bedöma vilka grupper av spelare som söker eller undviker viss numerisk komplexitet inom digitala spel. Uppsatsen föreslog även en skala av det antal val som spelare skulle acceptera när de får en ny spelupplevelse presenterad för sig, med fokus specifikt på karaktärsattribut.
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Byun, JaeHwan. "EFFECTS OF CHARACTER VOICE-OVER ON PLAYERS' ENGAGEMENT IN A DIGITAL ROLE-PLAYING GAME ENVIRONMENT." OpenSIUC, 2012. https://opensiuc.lib.siu.edu/dissertations/595.

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Learner engagement has been considered one of the keys that can lead learners to successful learning in a multimedia learning environment such as digital game-based learning. Regarding this point, game-based learning advocates (e.g., Gee, 2003; Prensky, 2001) have asserted that digital games have great potential to engage learners. Nonetheless, there have been only a small number of empirical research studies of players' engagement, and there is little consensus on which elements of digital games critically engage people in play (Garris, Ahlers, & Driskell, 2002). Furthermore, despite the possibility that sensory stimuli can be factors influencing digital game players' engagement, there have been very few attempts to examine empirically the relationship between engagement and sensory stimuli. This study examined the effects of game characters' voice-over in digital games on players' engagement, by using a short digital role-playing game modified from Neverwinter Nights 2. A randomized control-group post-test only design was used to collect data from 74 participants (22 female, 52 male); engagement was measured by a modification of the Game Engagement Questionnaire (Brockmyer et al., 2009). Data analysis revealed that the GEQ mean scores of the participants who played the game with voice-over was much higher than that of the participants who played without voice-over. The difference of the mean scores between the two groups was statistically significant (t = 2.45, df = 72 p = .02), and the effect size, Cohen's d, was .58 (moderately significant). The results of this study will guide educational practitioners to the identification of more effective ways of adopting, developing, and modifying digital games for educational purposes, as well as furthering the research and guiding the practice in instructional multimedia design and development.
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Fizek, Sonia. "Pivoting the player : a methodological toolkit for player character research in offline role-playing games." Thesis, Bangor University, 2012. https://research.bangor.ac.uk/portal/en/theses/pivoting-the-player-a-methodological-toolkit-for-player-character-research-in-offline-roleplaying-games(ea6ece4a-04a4-4d6d-bc01-1191bbe3b56d).html.

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This thesis introduces an innovative method for the analysis of the player character (PC) in offline computer role-playing games (cRPGs). It derives from the assumption that the character constitutes the focal point of the game, around which all the other elements revolve. This underlying observation became the foundation of the Pivot Player Character Model, the framework illustrating the experience of gameplay as perceived through the PC's eyes. Although VG characters have been scrutinised from many different perspectives, a uniform methodology has not been formed yet. This study aims to fill that methodological void by systematising the hitherto research and providing a method replicable across the cRPG genre. The proposed methodology builds upon the research of characters performed in video games, fiction, film, and drama. It has been largely inspired by Anne Ubersfeld's semiological dramatic character research implemented in Reading Theatre I (1999). The developed theoretical model is applied to three selected cRPGs, which form an accurate methodological sample: The Witcher (CD Projekt RED 2007), Fallout 3 (Bethesda Game Studios 2008), and Vampire: The Masquerade - Bloodlines (Troika Games 2004). The choice of the game genre has been incited by the degree of attention it draws to the player character's persona. No other genre features such a complex character development system as a computer role-playing game.
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Pettersson, Fredrik. "Karaktärsskapandets potential och begränsningar." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-232025.

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This project report describes a supplement for character creation in a tabletop role-playing game “Dragons and Demons." The purpose of this project is to improve the character creation for the players’ trough the narrative elements such as character’s background story. The applied qualitative methods such as a test panel and a questionnaire were conducted for the evaluation of theories used during character creation and to get feedback on the supplement’s creative value for the players. The aim of the questionnaire was to see how the method for the character creation differs from the regular way of making a character for a tabletop role-playing game and if this idea improves user experience during the tabletop role-playing game. The results of the evaluation are based on answers from novice and experienced players, and conclude that the additional background story creates an insight into the character's past, which makes it easier for novice players to get quick started with character creation. The experienced players expressed that the supplement for character creation was more entertaining than the traditional way of making a character for a tabletop role-playing game.
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Ljungqvist, Ylva, and Frida Svensson. "Creating Your Fantasy Self : An Analysis of Ethnicity in Character Creators in Computer Fantasy Role-Playing Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-254724.

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This thesis examines whether character creators in fantasy role-playing games allow players to create ethnically diverse characters. We studied eight games following a procedure to record perceivable data about the available options, and conducted interviews. The results show that options for minority ethnicities are usually either very few and lack variation or are non-existent. All the interviewees answered that they were generally dissatisfied with the options given to them in character creators and could rarely make a representation of themselves. This highlights the need to diversify the options in order to not exclude players.
Denna avhandling undersöker om karaktärsskapare i fantasy dator-rollspel tillåter spelare att skapa karaktärer av etnisk mångfald. Vi studerade åtta spel efter bestämda riktlinjer och samlade information om de tillgängliga alternativen, och genomförde intervjuer. Resultaten visar att alternativ för minoritetsetniciteter är vanligtvis antingen mycket få och har ingen variation eller är helt obefintliga. Alla de intervjuade svarade att de var allmänt missnöjda med de alternativ som ges i karaktärsskapare och kan sällan göra en representation av sig själva. Detta belyser behovet av att diversifiera alternativen för att inte utesluta spelare.
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Vokes, Elizabeth. "Playing with time: the relationship between theatrical timeframe, dramatic narrative and character development in the plays of Alan Ayckbourn." Thesis, University of the Western Cape, 2006. http://etd.uwc.ac.za/index.php?module=etd&action=viewtitle&id=gen8Srv25Nme4_3786_1255506973.

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Alan Ayckbourn claims that he has always been facinated by time as an aid to dramatic story telling. The thesis examined how Ayckbourn manipulates the dramatic timeframe, often in an unconventional manner, as a device to aid both the development of dramatic narrative and the development of characterisation within his plays.

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Books on the topic "Character playing"

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McLarney, Karen. Knight character diary. Guelph, Ont: Guardians of Order, 1999.

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Berk, Sheryl. Playing pirates. [Maitland, FL]: Advance Publishers, L.C., 2003.

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Berk, Sheryl. Playing pirates. [Maitland, FL]: Advance Publishers, L.C., 2003.

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Thomas, Craig. Playing with cobras. New York: HarperPaperbacks, 1994.

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Playing with fire. New York, N.Y: Avon Books, 2005.

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Field, Barbara. Playing with fire (after Frankenstein). New York, N.Y. (440 Park Ave. South, New York 10016): Dramatists Play Service, 1989.

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George, Elizabeth. Playing for the ashes. New York: Bantam Books, 1994.

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Thomas, Craig. Playing with cobras. New York: HarperCollins, 1993.

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Thomas, Craig. Playing with cobras. Thorndike, Me: Thorndike Press, 1993.

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Thomas, Craig. Playing with cobras. London: BCA, 1994.

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Book chapters on the topic "Character playing"

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Dowdy, Joanne Kilgour, Martha Abbott-shim, Lynn Briggs, Florence Hardney-hinds, and Tracy Woodhall. "Playing for Character Development." In Teaching Drama in the Classroom, 21–32. Rotterdam: SensePublishers, 2011. http://dx.doi.org/10.1007/978-94-6091-537-6_6.

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Winnie, Doug. "The Role-Playing Game Character." In Essential Java for AP CompSci, 247–52. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-6183-5_52.

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Breslow, Sara Jo. "When the Anthropologist becomes a Character." In Playing in a House of Mirrors, 199–217. Rotterdam: SensePublishers, 2015. http://dx.doi.org/10.1007/978-94-6300-118-2_14.

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Murray, Peter B. "Character Formation and the Psychology of Role-Playing and Acting." In Shakespeare’s Imagined Persons, 38–56. London: Palgrave Macmillan UK, 1996. http://dx.doi.org/10.1057/9780230376755_3.

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Luo, Zhiqiang, Chih-Chung Lin, I.-Ming Chen, Song Huat Yeo, and Tsai-Yen Li. "Puppet Playing: An Interactive Character Animation System with Hand Motion Control." In Lecture Notes in Computer Science, 19–35. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-22336-5_2.

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Garneli, Varvara, Konstantinos Patiniotis, and Konstantinos Chorianopoulos. "Game Mechanics of a Character Progression Multiplayer Role-Playing Game with Science Content." In Lecture Notes in Computer Science, 415–20. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-63464-3_40.

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You, Manlai, and Yu-Jie Xu. "A Usability Testing of Chinese Character Writing System for Foreign Learners." In Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience, 149–57. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39241-2_18.

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Williams, Paul, and Shelley Davidow. "Those Who Speak: Avatars, Characters, Selves." In Playing With Words, 121–37. London: Macmillan Education UK, 2017. http://dx.doi.org/10.1057/978-1-137-53254-1_8.

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Merrick, Kathryn E. "Support Characters." In Computational Models of Motivation for Game-Playing Agents, 145–59. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-33459-2_8.

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Bowman, Sarah Lynne, and Karen Schrier. "Players and Their Characters in Role-Playing Games." In Role-Playing Game Studies, 395–410. New York: Routledge, 2018.: Routledge, 2018. http://dx.doi.org/10.4324/9781315637532-23.

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Conference papers on the topic "Character playing"

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Andini, Yuli Tri, and Farida Agus Setiawati. "Role Playing For Cooperative Skills." In Joint proceedings of the International Conference on Social Science and Character Educations (IcoSSCE 2018) and International Conference on Social Studies, Moral, and Character Education (ICSMC 2018). Paris, France: Atlantis Press, 2019. http://dx.doi.org/10.2991/icossce-icsmc-18.2019.20.

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Khan, Umair Azfar, and Yoshihiro Okada. "Evolving story and character generation for role-playing games." In the Workshop at SIGGRAPH Asia. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2425296.2425306.

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Weeks, Michael, David Binnion, Andre Chase Randall, and Vibhuti Patel. "Adventure Game with a Neural Network Controlled Non-playing Character." In 2017 16th IEEE International Conference on Machine Learning and Applications (ICMLA). IEEE, 2017. http://dx.doi.org/10.1109/icmla.2017.0-129.

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Machfauzia, Ayu Niza, and Djohan. "Intellectual Character of Metacognition: Student Thinking Strategies in Playing Music." In 2019 16th International Conference on Electrical Engineering/Electronics, Computer, Telecommunications and Information Technology (ECTI-CON). IEEE, 2019. http://dx.doi.org/10.1109/ecti-con47248.2019.8955270.

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Abdullah, Anzar. "Instilling Values Character Education Through Playing Role Model in Learning History." In International Conference on Ethics in Governance (ICONEG 2016). Paris, France: Atlantis Press, 2017. http://dx.doi.org/10.2991/iconeg-16.2017.9.

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Aparecido Dim, Cleyton, Marcelle Pereira Mota, Rafael Martins Feitosa, and Jefferson Magalhães de Morais. "Modelo de um Software Robô para Ações Automáticas no Jogo de MMORPG Tibia." In Computer on the Beach. São José: Universidade do Vale do Itajaí, 2021. http://dx.doi.org/10.14210/cotb.v12.p041-048.

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Abstract:
This paper presents the model of a robot software capable of doingsome functions inside the online role-playing game Tibia automaticallywhile avoiding the Battleye anti-cheating system and showcountermeasures that can help Battleye and Tibia developers, aswell as developers of similar games to prevent this type of bot fromsurpassing their anti-cheating system. Among these functions arethe hunting, the healing, and the looting. Specifically, there is anexplanation of the game’s mechanics and how the robot surpassesthe anti-cheating system by analyzing the game screen and simulatingmouse and keyboard functions, without doing any memoryinjection or memory reading. The evaluation of the bot was doneduring six months on ten accounts with different variables suchas the character’s vocation, daily playing time, account status, andwhether the character is hunting in the same place every day orvariation occurs.
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Weeks, Michael, and David Binnion. "Training a Neural Network Controlled Non-playing Character with Previous Output Awareness." In the 2019 ACM Southeast Conference. New York, New York, USA: ACM Press, 2019. http://dx.doi.org/10.1145/3299815.3314459.

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Louis, 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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Mutasim, Aunnoy K., Ali Shihab Sabbir, and M. Ashraful Amin. "Devising a strategy for playing Bangla Hangman (Jhulonto Manob) based on character frequency distribution." In 2016 International Conference on Informatics, Electronics and Vision (ICIEV). IEEE, 2016. http://dx.doi.org/10.1109/iciev.2016.7759993.

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Ashar, Mhd, Syafruddin Syafruddin, Gusril Gusril, and Eri Barlian. "PJOK learning model through playing activities to build student character: designing and developing stage." In International Conferences on Educational, Social Sciences and Technology. Padang: Fakultas Ilmu Pendidikan, 2018. http://dx.doi.org/10.29210/201818.

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