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Dissertations / Theses on the topic 'Character playing'

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1

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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2

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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5

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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10

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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11

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.

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12

Clateman, 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.

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Playing role of Feste in William Shakespeare's Twelfth Night presents a complex challenge to the actor. Feste is at once a character in the world of the play and a clown figure with specific dramatic functions having roots in the Lord of Misrule of the English holiday and the Vice of the morality play. How can the actor playing Feste create a believable psychological portrayal that is aligned with the functions Shakespeare assigns the role? And be entertaining as well? I suggest that actor will benefit greatly from an exploration the traditional function of the clown its development in society and literature before Shakespeare, and how Shakespeare's use of the clown developed, culminating in the writing of Twelfth Night. The actor will thereby have a better understanding of what Shakespeare might by trying to achieve with Feste,, and he (or she) may better find the motivations for Feste's sometimes-enigmatic words and actions, which will, in turn, give shape and purpose to the clowning. I put this thesis to the test in preparing for and playing the role of Feste in Theater Ten Ten's production of Twelfth Night in the spring of 2010 in New York City. My research and preparation will include: a substantial immersion in much of Shakespeare's cannon, and viewing of performances of it (mainly on video); research on the role of the clown, how it developed through history until Shakespeare's time, and how Shakespeare appropriated and developed that tradition, culminating in Feste; a performance history of the role; a structural analysis of Feste's role in Twelfth Night; a character study of Feste; a rehearsal and performance journal documenting my ongoing exploration, challenges and choices. The main challenge, as I foresee it, is to arrive at my own unique performance of Feste while fulfilling both my director's vision and Shakespeare's intention.
ID: 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
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13

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.

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Digital games incorporate systems that allow players to customise and develop their controllable in-game representative (avatar) over the course of a game. Avatar customisation systems represent a point at which the goals and values of players interface with the intentions of the game developer forming a dynamic and complex relationship between system and user. With the proliferation of customisable avatars through digital games and the ongoing monetisation of customisation options through digital content delivery platforms it is important to understand the relationship between player and avatar in order to provide a better user experience and to develop an understanding of the cultural impact of the avatar. Previous research on avatar customisation has focused on the users of virtual worlds and massively multiplayer games, leaving single-player avatar experiences. These past studies have also typically focused on one particular aspect of avatar customisation and those that have looked at all factors involved in avatar customisation have done so with a very small sample. This research has aimed to address this gap in the literature by focusing primarily on avatar customisation features in single-player games, aiming to investigate the relationship between player and customisation systems from the perspective of the players of digital games. To fulfill the research aims and objectives, the qualitative approach of interpretative phenomenological analysis was adopted. Thirty participants were recruited using snowball and purposive sampling (the criteria being that participants had played games featuring customisable avatars) and accounts of their experiences were gathered through semi-structured interviews. Through this research, strategies of avatar customisation were explored in order to demonstrate how people use such systems. The shortcomings in game mechanics and user interfaces were highlighted so that future games can improve the avatar customisation experience.
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Lowa, 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.

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This thesis examines the portrayal of multiple roles in a production of Camelot, written by Alan Jay Lerner and Frederick Loewe. Performance and content analysis identifies and explores the difficulties and challenges in portraying multiple roles in this production, including the understudying of the leading role of Guenevere. A detailed historical analysis provides background into origin of the Arthurian legend and an examination of its historical development. A social analysis provides information on the role of women in medieval society with a discussion of the customs and laws that applied to them. Furthermore, a structural analysis of the script examines the plot and play structure. In addition, in individual sections is formal scene-by-scene analysis of the role of Nimue, Lady Anne, and Guenevere. A comprehensive rehearsal and performance journal also addresses the rehearsal and script development process and challenges faced as well as discoveries, adjustments, and choices made in performance from April 14 to May 30, 2004 at the Orlando Broadway Dinner Theatre. Specific entries include discussion of the challenges of playing minor roles while understudying the role of Guenevere, eventually played in one performance. Belinda Boyd and Christopher Niess, my thesis committee, have each provided a performance analysis of my portrayal of Nimue and Lady Anne. J.J. Ruscella, another committee member, has provided a performance analysis of my performance as Guenevere.
M.F.A.
Department of Theatre
Arts and Sciences
Theatre
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15

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.

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Thimrén, 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.

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In this study, an overview is presented regarding how the mechanics in a resource-based game, specifically Crusader Kings II (Paradox Development Studio 2012), might affect the player's connection to the characters in the game. The study introduces conventions prevalent in grand strategy games, roleplaying games as well as literature theory. Participants of the study played two different versions of a mod for Crusader Kings II (2012), and were interviewed, to find indications for how different players related to characters in the game, what mechanics they valued, and their view on the characters themselves. The conclusions that are reached in the study indicated that there are mechanics in the game that influence the player’s connection to the characters, but that it is, to a certain degree, up to the player as to what extent they are used or employed.
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Hall, 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.

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This 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.

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Mehta, Manish. "Construction and adaptation of AI behaviors in computer games." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/42724.

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Computer games are an increasingly popular application for Artificial Intelligence (AI) research, and conversely AI is an increasingly popular selling point for commercial digital games. AI for non playing characters (NPC) in computer games tends to come from people with computing skills well beyond the average user. The prime reason behind the lack of involvement of novice users in creating AI behaviors for NPC's in computer games is that construction of high quality AI behaviors is a hard problem. There are two reasons for it. First, creating a set of AI behavior requires specialized skills in design and programming. The nature of the process restricts it to certain individuals who have a certain expertise in this area. There is little understanding of how the behavior authoring process can be simplified with easy-to-use authoring environments so that novice users (without programming and design experience) can carry out the behavior authoring task. Second, the constructed AI behaviors have problems and bugs in them which cause a break in player expe- rience when the problematic behaviors repeatedly fail. It is harder for novice users to identify, modify and correct problems with the authored behavior sets as they do not have the necessary debugging and design experience. The two issues give rise to a couple of interesting questions that need to be investigated: a) How can the AI behavior construction process be simplified so that a novice user (without program- ming and design experience) can easily conduct the authoring activity and b) How can the novice users be supported to help them identify and correct problems with the authored behavior sets? In this thesis, I explore the issues related to the problems highlighted and propose a solution to them within an application domain, named Second Mind(SM). In SM novice users who do not have expertise in computer programming employ an authoring interface to design behaviors for intelligent virtual characters performing a service in a virtual world. These services range from shopkeepers to museum hosts. The constructed behaviors are further repaired using an AI based approach. To evaluate the construction and repair approach, we conduct experiments with human subjects. Based on developing and evaluating the solution, I claim that a design solution with behavior timeline based interaction design approach for behavior construction supported by an understandable vocabulary and reduced feature representation for- malism enables novice users to author AI behaviors in an easy and understandable manner for NPCs performing a service in a virtual world. I further claim that an introspective reasoning approach based on comparison of successful and unsuccessful execution traces can be used as a means to successfully identify breaks in player ex- perience and modify the failures to improve the experience of the player interacting with NPCs performing a service in a virtual world. The work contributes in the following three ways by providing: 1) a novel introspective reasoning approach for successfully detecting and repairing failures in AI behaviors for NPCs performing a service in a virtual world.; 2) a novice user understandable authoring environment to help them create AI behaviors for NPCs performing a service in a virtual world in an easy and understandable manner; and 3) Design, debugging and testing scaffolding to help novice users modify their authored AI behaviors and achieve higher quality modified AI behaviors compared to their original unmodified behaviors.
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Persson, 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.

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Killing in role-playing video games is often a prominent feature. Most of the times, the characters killed are nameless criminals or minions of the true antagonist and if the game wants the player to kill, the player will most probably kill. This research was conducted to see how a dynamic narrative could affect a player’s choice of whether or not to kill expendable adversaries when a choice was provided. Participants played an interactive narrative in two different versions, followed by interviews, to see how narrative consequences and mechanisms for moral disengagement affected the players’ choices. The results showed that the choice of whether or not to kill could be affected if the narrative is dynamic and the non-playable characters reflect upon the choices made. Future studies should be conducted to see how graphics and sound affect the choices, and to see if it might be the mere choice in itself that affects the players the most.
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Torres, 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/.

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O conhecimento do vocabulário integra o repertório que o leitor utilizará no desvendamento dos sentidos do texto. Parte considerável desse repertório é adquirido em espaços informais, porém a escola tem um papel importante nessa aquisição. Antunes (2012) acredita que o ensino sistemático do léxico pode auxiliar nesse processo, mas que os materiais didáticos pouco se atentam para isso. Paralelamente, o avanço das tecnologias de comunicação modificou todos os espaços sociais, inclusive a escola. Rojo e Moura (2012) alertam para a existência de uma produção cultural híbrida e orientam para que as práticas escolares reconheçam a existência de múltiplos letramentos que variam no tempo e no espaço. Uma vez que a escola precisa atender à diversidade social e cultural, e o ensino de língua, proporcionar a construção de habilidades necessárias aos letramentos do mundo contemporâneo, o trabalho aqui delineado empregou o Role Playing Game (RPG) como suporte para um trabalho de leitura, escrita e ampliação de vocabulário. A sequência de ensino elaborada foi destinada a estudantes do sétimo ano do Ensino Fundamental II e incluiu a leitura do livro infanto-juvenil O Clube dos Sete, de Marconi Leal (2015), o desenvolvimento de um jogo RPG e, finalmente, a aplicação de um conjunto de atividades de reflexão, cujo objetivo principal é propiciar tanto o desenvolvimento de uma leitura crítica e reflexiva quanto das escolhas lexicais na construção de personagens. A aplicação da proposta demonstrou que a inserção de um gênero vernacular e lúdico como a narrativa interativa para o ensino de vocabulário na educação básica é relevante pois propicia a aprendizagem espontânea e a motivação para a troca e o diálogo.
The 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.
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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.

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This project responds to a problem in scholarship describing the relationship between virtual avatars and their physical users. In Life on the Screen, Sherry Turkle identifies points of slippage wherein the persona of the avatar becomes conflated with the user's sense of self to create an authentic self predicated on both real and virtual experiences (Turkle 184-5). Although the conflation of the authentic self with the virtual has provided various affordances for serious games or other pedagogical projects such as classrooms hosted through the game Second Life, the processes enabling identification with an avatar have been largely overlooked. This project examines several layers of influence that affect how users play with identity to create successful social performances within an online community connected to a work of fiction. In doing so, the user must consider his or her own motivations for creating a persona, how these motivations will allow the avatar to achieve social acceptance, and how these social performances connect to the scene created by the work of fiction. Using an online role-playing forum based on a work of fiction as a site of analysis, this project will borrow from game studies, dramatism, and identity theory to create a framework for discussing processes through which users identify with their virtual avatars.
M.A.
Masters
Writing and Rhetoric
Arts and Humanities
English; Rhetoric and Composition
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Burke, Anne M. "Using the art in picture books to develop character in dramatic role-play /." 2002.

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Chen, 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.

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碩士
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.
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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.

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碩士
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.
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Trueman, Alice Mary. "Playing the game: the education of girls in private schools on Vancouver Island." Thesis, 2009. http://hdl.handle.net/1828/1602.

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By the mid-nineteenth century academics began to replace the accomplishments in schooling for middle and upper class girls in Britain. Immigrants brought both models to Vancouver Island. Angela College, a religious school clinging to the past, represents the old; Norfolk House, an urban largely day school, and Queen Margaret’s, a country boarding school with some day students, illustrate the two types of the new, reformed schools. This study draws on personal accounts, archival records, and contemporary newspapers to show that parents chose private schools for reasons of ethnic preservation, upward social mobility, and dissatisfaction with local public schools. A comparison of the founding, governance, finance, buildings and grounds, curriculum, headmistresses and teachers, students, parents, and succession plans revealed similarities and striking differences. Parental preference for strong leadership, scholarship, and character-development enabled Norfolk House and Queen Margaret’s to survive; the lack thereof combined with poor management doomed Angela College to failure.
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Lin, 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.

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碩士
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.
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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.

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28

Janse, 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.

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This dissertation seeks to formulate guidelines for the construction of a Let's Pretend game in order for a group to create a collaborative narrative through pretend play. A Let's Pretend game would provide a system for a performance event in which players are able to enter an imaginary world, take on roles in such a world and take actions in these roles. For this a Let's Pretend game should have a structured system of play; the structure for narrative in an imaginary environment; the means for participants to collaborate; and the means for participants to direct themselves. The practical component of this research, The Foreshadowing workshop, combines the role-playing game and a devised theatre workshop into one process. In this process the elements of games of make-believe can be identified. Bernard Suits' theory on games of make-believe identifies the prelusory goal, lusory means, constitutive rules, and the lusory attitude as the basic elements of a game. The guidelines for a Let's Pretend game can be derived from the conventions of the role-playing game and devised theatre workshop. These guidelines would address all the requirements of a Let's Pretend game, except self-direction, which is not available in the role-playing game, or devised theatre workshop. For self-direction, guidelines are derived from Bernard Suits' notion of the game as institution through the process of rules clarification. The primary guidelines for constructing a Let's Pretend game then are: that the game structure should foster fidelity to game world specifically through the imaginary roles. The character creation process should allow these roles to be the focus for action resolution. These roles should be able to develop through interactions and these interactions, as dramatic moves, would determine the plot. The structure of the game should further foster collaboration, be easily learnt and transferred, allow for the negotiating of rules and most importantly afford all players access to the directorial function. This dissertation, however, does not attempt the construction of such a Let's Pretend game. This would be the subject of future study.
Thesis (M.A.)-University of KwaZulu-Natal, Pietermaritzburg, 2005.
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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.

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碩士
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.
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Zhao, Richard. "Applying Agent Modeling to Behaviour Patterns of Characters in Story-Based Games." Master's thesis, 2009. http://hdl.handle.net/10048/566.

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Most story-based games today have manually-scripted non-player characters (NPCs) and the scripts are usually simple and repetitive since it is time-consuming for game developers to script each character individually. ScriptEase, a publicly-available author-oriented developer tool, attempts to solve this problem by generating script code from high-level design patterns, for BioWare Corp.'s role-playing game Neverwinter Nights. The ALeRT algorithm uses reinforcement learning (RL) to automatically generate NPC behaviours that change over time as the NPCs learn from the successes or failures of their own actions. This thesis aims to provide a new learning mechanism to game agents so they are capable of adapting to new behaviours based on the actions of other agents. The new on-line RL algorithm, ALeRT-AM, which includes an agent-modeling mechanism, is applied in a series of combat experiments in Neverwinter Nights and integrated into ScriptEase to produce adaptive behaviour patterns for NPCs.
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Sharifi, AmirAli. "Generating adaptive companion behaviors using reinforcement learning in games." Master's thesis, 2010. http://hdl.handle.net/10048/1464.

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Non-Player Character (NPC) behaviors in todays computer games are mostly generated from manually written scripts. The high cost of manually creating complex behaviors for each NPC to exhibit intelligence in response to every situation in the game results in NPCs with repetitive and artificial looking behaviors. The goal of this research is to enable NPCs in computer games to exhibit natural and human-like behaviors in non-combat situations. The quality of these behaviors affects the game experience especially in story-based games, which rely heavily on player-NPC interactions. Reinforcement Learning has been used in this research for BioWare Corp.s Neverwinter Nights to learn natural-looking behaviors for companion NPCs. The proposed method enables NPCs to rapidly learn reasonable behaviors and adapt to the changes in the game environment. This research also provides a learning architecture to divide the NPC behavior into sub-behaviors and sub-tasks called decision domains.
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32

Cutumisu, Maria. "Using behaviour patterns to generate scripts for computer role-playing games." 2009. http://hdl.handle.net/10048/583.

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Thesis (Ph.D.)--University of Alberta, 2009.
Title 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.
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33

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.

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碩士
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.
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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.

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Dans les jeux vidéo de rôle japonais (JRPG), si le héros est généralement un personnage masculin hétérosexuel se battant à l’arme blanche pour sauver le monde, le personnage de soutien principal est une jeune femme éprise du protagoniste et dotée de divers attributs associés au féminin (apparence soignée, mais peu adaptée au combat, tendance à occuper un rôle de soutien…). À partir du constat selon lequel la plupart des analyses féministes occidentales ne prennent pas en considération le contexte culturel spécifique japonais qui voit naître les JRPG, ce mémoire construit un cadre conceptuel pour mieux décrire et comprendre les tendances historiques de l’évolution des personnages féminins de ces objets vidéoludiques. Il fait appel au concept de l’agentivité, utilisé à la fois en études du jeu et en études féministes littéraires, pour établir des liens entre le genre d’un personnage et la jouabilité qui lui est associée, puis à des travaux japonais sur les phénomènes otaku pour s’assurer d’intégrer un point de vue non-occidental sur ces objets culturels. ll se termine par une analyse des rôles en combat et dans le récit des personnages féminins de la série Tales of.
In 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.
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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.

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碩士
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.
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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.

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碩士
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.
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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.

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碩士
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.
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38

"In pursuit of beauty, pleasure, and freedom: the meanings of cosplay for Hong Kong young people." 2010. http://library.cuhk.edu.hk/record=b5896623.

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He, Xiao.
Thesis (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
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39

Matuszkiewicz, Kai. "Zwischen Interaktion und Narration:." Doctoral thesis, 2017. http://hdl.handle.net/11858/00-1735-0000-002E-E458-E.

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