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.
Full textLindholm, 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.
Full textJeppsson, 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.
Full textDeHart, 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.
Full textMalm, 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.
Full textDigitala 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.
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.
Full textFizek, 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.
Full textPettersson, Fredrik. "Karaktärsskapandets potential och begränsningar." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-232025.
Full textLjungqvist, 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.
Full textDenna 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.
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.
Full textAlan 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.
Killham, Jennifer E. "Exploring the Affordances of Role in the Online History Education Project "Place Out of Time:" A Narrative Analysis." University of Cincinnati / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1416231926.
Full textClateman, Andrew. "Inheriting the motley mantle an actor approaches playing the role of Feste, Shakespeare's update of the lord of misrule." Master's thesis, University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4871.
Full textID: 029809094; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (M.F.A.)--University of Central Florida, 2011.; Includes bibliographical references (p. 168-169).
M.F.A.
Masters
Theatre
Arts and Humanities
Gough, Richard D. "Player attitudes to avatar development in digital games : an exploratory study of single-player role-playing games and other genres." Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/13540.
Full textLowa, Cynthia. "THE CHALLENGE OF PLAYING MULTIPLE ARTHURIAN CHARACTERS." Master's thesis, University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3631.
Full textM.F.A.
Department of Theatre
Arts and Sciences
Theatre
Morley, Jillian. "'More instruments playing together' - George Elliot : language, narrative and the construction and representation of the female experience." Thesis, Queen Mary, University of London, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.244101.
Full textThimrén, Linnéa. "Characters as Resources : How Players Relate to Characters in Crusader Kings II." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13746.
Full textHall, Claudia. "Tabletop role-playing game characters| A transdisciplinary and autoethnographic examination of their function and importance." Thesis, California Institute of Integral Studies, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=3743712.
Full textThis dissertation uses mythological studies, psychological ideas and sociological techniques to introduce the reader to the thesis that tabletop role-playing game (TRPG) characters are intricate, semi-independent personae of their players, who have the potential to be equal in influence to an individual’s other expressions of personality (e.g. employee, parent, friend, etc). TRPG characters, like all aspects of personality, exist at the junction of mythical, psychological, and sociological forces. Unlike other personae, TRPG characters exist within alternative realities deliberately crafted from heroic mythology, which feature group-centered behavior at their core.
By examining differences between character and player perspectives, especially the group based norm of heroism common across many kinds of TRPGs, the importance of studying TRPG characters as personae in their own right is emphasized. The dissertation concludes with ways for TRPG scholars to increase emphasis on TRPG character studies, and with ways for non-TRPG studies to benefit from an increased emphasis on personae play as an important aspect of psychosocial growth, especially with regard to how heroism is understood in American culture.
Mehta, Manish. "Construction and adaptation of AI behaviors in computer games." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/42724.
Full textPersson, Louise. "To Kill or Not to Kill : The Moral and Dramatic Potential of Expendable Characters in Role-playing Video Game Narratives." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12347.
Full textTorres, Patrícia. "Escolhas lexicais e caracterização de personagens: uma proposta de atividade didática com base na leitura e no Role Playing Game." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/8/8162/tde-11072018-154658/.
Full textThe knowledge of the vocabulary composes the repertoire that the reader uses in the unveiling of the meanings of the text. A considerable part of this repertoire is acquired in informal spaces, but the school also plays an important role in this acquisition. Antunes (2012) believes that the systematic teaching of the lexicon can help in this process, but the didactic materials do not care much about it. At the same time, the advancement of communication technologies has modified all social spaces, including the school. Rojo and Moura (2012) remind on the existence of a hybrid culture and guides school practices to recognize the multiple literacies that have varieties related to time and space. Since school needs to meet demands for social and cultural diversity and language teaching should provide the necessary skills for the literacies of the contemporary world, the work outlined here employs the Role Playing Game (RPG) as a support for a reading assignment, writing and vocabulary expansion. The present teaching sequence was intended for seventh-year students in Middle School and included reading the children\'s book called Clube dos Sete by Marconi Leal\'s (2015), the development of an RPG game, and finally the application of a set of activities whose main objective is to foster the development of a critical and reflexive reading regarding the lexical choices in the construction of characters. The application of the proposal has demonstrated that the insertion of vernacular and playful genre as the interactive narrative for vocabulary teaching in basic education is relevant, as it promotes spontaneous learning and motivation for exchange and dialogue.
Andrews, Pamela. "Avatar and Self: A Rhetoric of Identity Mediated Through Collaborative Role-Play." Master's thesis, University of Central Florida, 2013. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5757.
Full textM.A.
Masters
Writing and Rhetoric
Arts and Humanities
English; Rhetoric and Composition
Burke, Anne M. "Using the art in picture books to develop character in dramatic role-play /." 2002.
Find full textChen, Chin Wen, and 陳祈汶. "An Implementation of the Non-Player Character In Action Role-Playing Game with Finite-State Machine." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/43939229241354070696.
Full text世新大學
資訊傳播學研究所(含碩專班)
99
Artificial intelligence is one of the most important reasons for obtain fun from game. In this few years, game technology keep growing up and appear better and better game image. However, almost no apparent grow up for game AI design. This research develops a finite state machine algorithm with respect to the non-player-character. Also plan the building procedure and action result. The proposed work is designed under .net framework allowing the different scenarios being analyzed toward a reasonable game AI to be created. The main purpose of this research is to create a game AI system for ARPG via FSM. Create AI system which is simple and more feasibility to expand. The whole execution process which create by OO method can be referred by related researcher. We hope this research can provide simple and complete procedure for creating AI system.
Cao, Qiong-Wen, and 曹瓊文. "Enhance the use of role-playing teaching Elementary school students "care"And "honest"character of action research." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/43766873623585759474.
Full text中臺科技大學
文教事業經營研究所
99
This study was designed to enhance the use of teaching elementary school students playing the role of "care" and "honest" character of action research is feasible. In this study, a Taichung City Elementary School second grade class as a study for a period of ten weeks, a total of twenty classes of the teaching process, semi-structured qualitative tools are interviews with some teachers, students, information including learning to collect orders, back orders, classroom observations, teaching notes,teaching video. The research findings are as follows: First, the role-playing approach to enhance the "care" and "honest" the effectiveness of character education programs. Second, the "caring" and "honesty" of the character education program in the teaching role-playing experience problems with Strategy, the students collected more than consideration for the problem, then take action. Third, character education in teacher action research and grow both by reflections.
Trueman, Alice Mary. "Playing the game: the education of girls in private schools on Vancouver Island." Thesis, 2009. http://hdl.handle.net/1828/1602.
Full textLin, Yu-En, and 林鈺恩. "Examining Virtual Character Creations and Individuals’ Offline Lives for Gaming in Players of Massively Multiplayer Online Role-playing Games." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/41126261283487303842.
Full text淡江大學
未來學研究所碩士班
104
“Online game” is not an unfamiliar noun to many people and has been the research topic for many years. However, the “online game” and its players have changed profoundly in recent years. The author of this essay, who is also the player of "MMORPGs (Massively Multiplayer Online Role-Playing Game)”, found that there is a gap between the online roles of game plyers and their offline lives. The framework of this research was based mainly on the “ theater theory” by American sociologist Erving Goffman. Through qualitative interviews with online game players, this research aimed to find out how players choose their online gender, how they dealt with the gap between online role-playing and real-life experiences, and how they solved the conflicts arising during the process of game playing with other players. To sum up, the research found out that "anonymity on the Internet" has gradually lost its protection for the players’ identity during the process of online-role gender selection; hence, players didn’t show the intention to keep their gender secret. Instead, players tended to choose the online gender roles from their aesthetic viewpoints as well as from their past experiences in playing online games. In addition, this research found that female players by choosing male gender roles (Type III players) behaved more likely close to the so-called “good” game players with the purpose of fulfilling social expectations. This finding was against past studies which claimed that "the online-game world allows players to be the true-self and enables them to unload their masks on the backstage". Furthermore, this study also found that having MMORPG experience could actually benefit players’ real lives in many ways, such as stabilizing their emotions etc.. Finally, in order to avoid indulging in the world of online-game, players have to increase their awareness and recognition of their own responsibilities in the daily lives and make a clear difference between their real lives and the online roles.
Kao, Pao-Chung, and 高伯銓. "Theatre and Dream,Performing and Life : An Exploration of Performer’s Body,Mind and Spirits in Playing the Character Elisio of “Unschuld”." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/9ppm5s.
Full textJanse, van Vuuren Gerhardus Petrus Benjamin. "Planning a Let's pretend game : games of make-believe : role playing games as devising theatre." Thesis, 2005. http://hdl.handle.net/10413/1860.
Full textThesis (M.A.)-University of KwaZulu-Natal, Pietermaritzburg, 2005.
Wang, Jia-Ying, and 王家盈. "A Creative Study of Applying Traditional Chinese Musical Instrument to Develop Game Character Model and Motion Design - A Case Study of Role-Playing Game." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/892xjk.
Full text國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
103
Personification is often employed in the story of digital games so as to create the characters from non-human subjects, which aims to offer the player a new experience. Many digital game characters are musical instrument personified, but few of them are developed from Traditional Chinese Musical Instrument as the core of game. The aim of this study is to establish a fantasy world based on the Traditional Chinese Musical Instruments for role-playing game. In addition, a series of character’s modeling and their motions based on the elements of instruments are created. The choice of instrument is based on stringed instruments, percussion instruments, plucked instruments, and wind instruments. According to two essential elements of character creation, content and presentation, this study creates four game characters named Qin Ge, Song Yue Zhu, Tang Cai Xian, Ming You Yin. In order to impress people and show Chinese traditional art style, all these four characters are designed in Q-version style. Each characters were designed with three motions which were based on character’s classes and the imagery of the music. The results of this research can be used as a reference for designing game on Personification, as well as to provide creative ideas on theme creation.
Zhao, Richard. "Applying Agent Modeling to Behaviour Patterns of Characters in Story-Based Games." Master's thesis, 2009. http://hdl.handle.net/10048/566.
Full textSharifi, AmirAli. "Generating adaptive companion behaviors using reinforcement learning in games." Master's thesis, 2010. http://hdl.handle.net/10048/1464.
Full textCutumisu, Maria. "Using behaviour patterns to generate scripts for computer role-playing games." 2009. http://hdl.handle.net/10048/583.
Full textTitle from PDF file main screen (viewed on Sept. 9, 2009). "A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Doctor of Philosophy, Department of Computing Science, University of Alberta." Includes bibliographical references.
Huang, Lifen, and 黃莉芬. "Playing Games: Consciousness in Luigi Pirandello's Six Characters in Search of an Author." Thesis, 2001. http://ndltd.ncl.edu.tw/handle/14181060950605989150.
Full text國立中正大學
外國語文研究所
90
Six Characters in Search of an Author is a play about life and art. Life is real and it can be regarded as an unpredictable show. Art is a game of play that represents and penetrates life. Faced with the magic bond between life and art in this play, the six Characters are quite conscious of themselves. They realize that they are the fictional characters made by the Author; meanwhile they know that they are the characters, or the actors, so to speak, in the impromptu play. This study will explore six Characters' consciousness from structural and existential approaches. Chapter one discusses the Characters' consciousness from the aspect of Roland Barthes' "the Death of the Author." The author creates the work. However, as long as the work is done, the author loses his or her control over it. The work stays alive in the representation of the reader (scriptor), another sort of author. The Characters' searching alludes that they are aware of their being and that they are looking for the source to affirm their being. Chapter two deals with the Characters' consciousness from an aesthetic perspective and Sartre's notion of consciousness. The Actors and the Characters support each other. When the Characters' play (life) is performed by the Actors (art), however, the story is altered. The split between the original and the representation makes the Characters realize how the Actors think of them. In terms of Sartre, the Characters get what they are in the interaction between the Self (the Characters) and the Other (the Actors). On account of the Actors' representation, they see themselves as the objects in the subject. They get an entire understanding of themselves by the Actors' performance. The relationship between men and the world will be emphasized in chapter three. Albert Camus' opinions to the Myth of Sisyphus will be analogous to the powerless Characters. Sisyphus is condemned to push a rock up to the top of the mountain. The endless task tortures him forever. However, Camus regards that consciousness makes Sisyphus go beyond his destiny. The same with Sisyphus, the Characters fall into the games of theatre and their suffering does not come to an end. They are in a frame within frame. To refresh themselves, they have to suffer the representation repeatedly. The Characters are futile to their fate, but consciousness makes them transcend their fate. This will bring us to the conclusion that the Characters are "illusions" but they are realized due to their consciousness. Consciousness is the very first step that distinguishes the Characters from the Actors and makes the Characters true living being.
Mineau-Murray, Loïc. "Agentivités des personnages féminins dans les jeux de rôle japonais : le cas de Tales of." Thesis, 2020. http://hdl.handle.net/1866/25090.
Full textIn Japanese role-playing games (JRPGs), if the typical protagonist is a male brunet swordsman saving the world, the typical support character is a young good-looking woman, enamored with the protagonist, and whose fighting style focuses on supporting him rather than offense. From the observation that most occidental feminist analysis in game studies do not take into consideration the specific cultural context in which JRPGs are born, this master thesis builds a theoretical framework to allow a deeper understanding of the historical dynamics that have guided the evolution of female characters in these videogames. This thesis examines the uses of the concept of agency in both game studies and literary gender studies, in order to bridge gameplay and gender. It then integrates Japanese perspectives of female characters in otaku cultural objects, such as mangas and animes. The thesis ends by depicting of the evolution of female characters in the Tales of series, more specifically their combat roles and importance in the story.
Chiang, Weichih, and 江偉志. "A Study and Creation of Characters Form Design - An Example of Japanese Role-playing Video Games." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/21635020848375646145.
Full text國立臺中教育大學
數位內容科技學系碩士班
99
Game character is one of the most indispensible parts in all of the games. The purpose of the character is to guide the players into the story of the game. Good game characters may enhance the entertaining nature of the game, while increasing the players’ recognition towards the game, thus the majority of the games are designed with the system where the players may take control of the characters, so as to allow the players to blend into the virtual world of the game quickly in order to enhance the fun factor of the game. The game character design is extremely important, however, currently the creation still appears to be conducted through the game designer’s intuition or subjective thinking, and very few are able to fully, comprehensively and effectively comprehend the preferences of the market players. Therefore, whether more scientific approaches may be applied to assist in grasping the creative elements seems to be a topic worth exploring. The study mainly focuses on the role-playing game (RPG) while playing video games as the research scope. The entire article is divided into: I. Preface; II. Literature review; III. Research method; IV. Empirical study; V. Design creation; VI. Conclusion and suggestion. After studying relevant literatures and composing the story of the game, MDS Multidimensional Scaling was applied to assist in the analysis of the characters’ styles, and to create the characters according to the outcome. The study discovered that Multidimensional Scaling may assist the designer to grasp the favorable cognitive information, and further understand the preferences of the game players from the outcome of the experimental analysis, thereby reducing the risk or losing direction during design, and to attain a more rational design outcome.
Fen, Fon Shue, and 馮淑芬. "The Study of Identifications of the Adolescent with the Characters in On-line Role-Playing Games." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/27640398480552308930.
Full text國立臺灣師範大學
美術學系
94
Images not only offer the viewers surface meanings but also present connotations of values and ideologies which may influence the viewers. On-line role-playing games, which are based on presenting and playing the images of certain characters, are very popular pastimes among Taiwanese teenagers. The values and ideologies behind the images of these characters in on-line role-playing games may influence and change the involving adolescent, which are the main members operating the future society. The objectives of this study are to examine the adolescent’s experience of role-playing the characters in on-line games, and to investigate how they view these characters which they role-plays, and then to analyze the level of identification they have with the characters. To achieve these objectives and after a pilot study, three methods are used, including interview, observation, and document analysis. Four teenagers, two males and two females, studying in a junior high school in Taipei, are involved in the case study. After one-year research and field work, the main results of this study are as follows: 1. The adolescent’s role-play experience of the on-line game characters is a kind of experiment of role-play constructed and influenced by multiple forces. On-line game companies, teenagers themselves, the peer, parents, schools, and other social members, can all influence the adolescent’s experience or experiment of role-playing the characters. 2. The viewpoints which the adolescent hold toward the characters they role-play are limited to the surface level. The self-protective viewing manner of the adolescent limits themselves from examining the values of the images more deeply. The defensive and defiant stance which parents and the school adopt toward on-line games diminishes help and assistance in leading them to the better viewing manners. 3. The level of the adolescent’s identification with the on-line game characters is only to the surface values. Because of the unsupported and limited viewing manner, the adolescent restrict themselves to the surface meaning of the images without knowing it. Therefore, what they have identification with is just the surface values of the images. Finally, based on the results of the study, concrete suggestions are presented to the adolescent, parents, schools, and on-line game companies, and for the art education in Taiwan and for future research. It is hoped that every force that construct and influence the role-playing experiments can be self-vigilant and self-examining all the time. It is also expected that visual cultural art education can be improved and rooted to provide the adolescent with more relative art courses, which may develop the adolescent’s critical thinking and the ability to examining the images they are exposed to.
Hsu, Wan-Ju, and 徐琬茹. "The Relationship Between Characters’ Appearance and Individual Personality : A Case Study of Role-Playing Online Game “Blade and Soul”." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/9h73dv.
Full text元智大學
資訊傳播學系
107
The increase in use of the Internet has led to online entertainment as one of the leisure activities enjoyed by people to relax and relieve stress in modern day. The gaming world is basically a microcosm of reality and the player takes up the role of a character in the game. In the game, the player can project the self-trait onto the character to gain a sense of equivalence as the character is the manifestation of self-identity in the gaming world. However, due to information inconsistency during the designing of game characters, the appearance of character sometimes hardly meets the player’s expectation or preference. In this study, DISC personality analysis and survey questionnaire were used to collect information on player personality and preferred character appearance in the game, “Blade & Soul”, in order to analyze various player personality traits in terms of choice of character appearances. This allowed game designer to have a better understanding of target audience’s preference of character appearance and hopefully, by the observation, it would help game designer in perfecting the design of a fun and comprehensive game. The study result showed: 1. Online players often chose human race and spirit race; and 2. Male players of older age preferred the appearance of characters from human race, while younger female players preferred the look of spirit race. The DISC personality analysis would then summarize images of preferred character appearance by most players.
"In pursuit of beauty, pleasure, and freedom: the meanings of cosplay for Hong Kong young people." 2010. http://library.cuhk.edu.hk/record=b5896623.
Full textThesis (M.Phil.)--Chinese University of Hong Kong, 2010.
Includes bibliographical references (p. 196-202).
Abstracts in English and Chinese.
Abstract --- p.3
Acknowledgement --- p.5
Chapter Chapter 1 --- Introduction --- p.8
Chapter 1.1 --- Who are the Cosplayers? --- p.13
Chapter 1.2 --- Why Cosplay? --- p.15
Chapter 1.3 --- Why Hong Kong? --- p.17
Chapter 1.4 --- Research Questions --- p.19
Chapter 1.5 --- The Background of Cosplay --- p.21
Chapter 1.6 --- Cosplay Events in Hong Kong --- p.24
Chapter 1.6.1 --- Large-scale commercial conventions --- p.25
Chapter 1.6.2 --- Cosplay and dôjinshi events held by universities --- p.27
Chapter 1.6.3 --- Small-scale privately organized photo-taking events --- p.28
Chapter 1.7 --- How to Get the Costumes --- p.31
Chapter 1.8 --- Literature Review --- p.33
Chapter 1.8.1 --- Globalization and Localization --- p.33
Chapter 1.8.2 --- Youth Subculture and Fandom Culutre --- p.36
Chapter 1.9 --- Methodology --- p.39
Chapter 1.9.1 --- In-depth Interview --- p.39
Chapter 1.9.2 --- Participant Observation --- p.40
Chapter 1.9.3 --- Media Studies --- p.43
Chapter 1.9.4 --- Language --- p.44
Chapter 1.10 --- Outlines of the Chapters --- p.45
Chapter Chapter 2 --- The Japaneseness for the Cosplayers --- p.48
Chapter 2.1 --- Emphasis on Japanese Originality --- p.48
Chapter 2.2 --- Japanese Elements in their Cyberculture --- p.56
Chapter 2.3 --- High Reputation for Japan --- p.61
Chapter 2.4 --- "From ""Odorless"" to ""Japanese""" --- p.66
Chapter 2.5 --- Summary --- p.70
Chapter Chapter 3 --- Cosplayer Cyberculture --- p.73
Chapter 3.1 --- Cosplayers Online --- p.74
Chapter 3.1.1 --- Public Space --- p.76
Chapter 3.1.2 --- Dark Space --- p.79
Chapter 3.1.3 --- Personal Space --- p.84
Chapter 3.2 --- The Contradiction --- p.88
Chapter 3.3 --- A Long-lasting Discussion: Effort or Enjoyment --- p.98
Chapter 3.4 --- Summary --- p.105
Chapter Chapter 4 --- "Pretty Girls, Pretty Boys, and Their Audiences" --- p.108
Chapter 4.1 --- "Pretty Girls, Photographers, and the Other Girls" --- p.109
Chapter 4.2 --- Pretty Boys --- p.116
Chapter 4.3 --- Pretty Boys in Love --- p.132
Chapter 4.4 --- Summary --- p.143
Chapter Chapter 5 --- The Meanings of Cosplay --- p.146
Chapter 5.1 --- Mainstream Values and the Education System in Hong Kong --- p.146
Chapter 5.2 --- Cosplayers as Secondary School-Students --- p.150
Chapter 5.3 --- The Meanings of Cosplay: Four Cases --- p.157
Chapter 5.3.1 --- "Te's Story: ""I'm going to work in art and design""" --- p.157
Chapter 5.3.2 --- "Tsu's Story: ""I mustn't let my parents knew that I'm cosplaying""" --- p.166
Chapter 5.3.3 --- "Story of a Mother: ""I want to let her try anything that interests her""" --- p.171
Chapter 5.3.4 --- "Saki's Story: ""Cosplay is just an interest after all'" --- p.175
Chapter 5.4 --- Summary --- p.179
Chapter Chapter 6 --- Conclusion --- p.181
Chapter 6.1 --- A Review of the Chapters --- p.181
Chapter 6.2 --- Comparison with Previous Studies --- p.186
Bibliography --- p.196
Matuszkiewicz, Kai. "Zwischen Interaktion und Narration:." Doctoral thesis, 2017. http://hdl.handle.net/11858/00-1735-0000-002E-E458-E.
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