Academic literature on the topic 'GameMastery'

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Journal articles on the topic "GameMastery"

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FELDMAN, D. M., and D. A. SCHERBAKOV. "THE GAMEMASTER: POLITICS AND RHETORIC IN THE NOVEL «WHAT IS TO BE DONE? (FROM THE STORIES ABOUT THE NEW PEOPLE)» BY N.G. CHERNYSHEVSKY." RUSSIA AND THE CONTEMPORARY WORLD, no. 3 (2020): 216–40. http://dx.doi.org/10.31249/rsm/2020.03.14.

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Huovinen, Erkki, and Cecilia Frostenson Lööv. "Narratives of versatility: Approaching multi-instrumentalist music teacher identities." Research Studies in Music Education, December 29, 2020, 1321103X2095194. http://dx.doi.org/10.1177/1321103x20951942.

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Multi-instrumental musicianship appears in various musical traditions, also frequently figuring in systems of music teacher education. Multi-instrumentalism covers forms of musical creativity and versatile professionalism that differ from ideologies of specialization often emphasized in instrumental music education. Thus, it is relevant to ask whether and how multi-instrumentalism might also shape music teacher identities. This question was explored through a case study of three experienced multi-instrumental teachers in the Swedish system of Schools of Music and Performing Arts – exemplifying a context in which teachers have large freedom to shape their work. Teacher narratives were analyzed with reference to the binary oppositions between versatility versus specialization and musician versus teacher. The results show that multi-instrumentalist teachers may not only occupy subject positions as versatile all-round musicians, but that they may also carve their identities as specialized performers, or adopt teacher-focused identities such as gamemaster, coach, or counselor. Furthermore, for some teachers, the shifts between instruments may themselves involve shifts between such subject positions. Based on our findings, multi-instrumentalism appears as a potent teacher resource within educational systems which are extensively driven by students’ needs and interests.
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Dissertations / Theses on the topic "GameMastery"

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Svan, Oscar, and Anna Wuolo. "Emergent Player-Driven Narrative in Blades in the Dark and Dungeons & Dragons : A Comparative Study." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-448012.

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This paper presents a comparative study on two Tabletop Roleplaying Games, Dungeons & Dragons and Blades in the Dark. This paper takes a look at the narrative differences within the two systems. More specifically investigate if Blades in the Dark is more playerdriven than Dungeons & Dragons. The two tested as closely as possible and will be compared with each other. This is a close reading on the rules and player agency rather than a one-on-one comparison. The comparisons were made regarding the mechanics and narrative differences within the systems rather than quality of the story. This study was conducted by running two sessions, one for each system, played by separate groups with the same game scenario and premise. Meaning that the background for both games, character and plot for the session were the same. Comparisons were made by observing player decisions, situations that arose and the influence that the gamemasters had on the game. It was found that there is a clear difference between the two systems, this difference regarding whether the players were reacting to the gamemaster, or the other way round. In Dungeons & Dragons, it was observed that the players reacted and acted according to what the gamemaster explained and played out, whereas in Blades in the Dark it appeared to be the opposite. Here we found that it was the Gamemaster who was reactive to the players instead. The paper concluded that Blades in the Dark is the more player-driven system. This short study could later be built upon and used by game developers to keep in mind and plan their future game systems around. Taking these observations on emergent narrative in Tabletop Role-playing Games into account can be used to create more player-centric and player-driven games. Meaning that the players are more in influence and decisions to make in the story and game.
I detta papper presenteras en jämförande undersökning av två rollspelssystem, Dungeons & Dragons och Blades in the Dark. Det här papperet kollar på skillnaderna när det kommer till spelar-drivet berättande inom de två spelen. Mer specifikt så utreds om Blades in the Dark är mer spelar-drivet än Dungeons & Dragons. De två kommer att testas så likt som möjligt och jämföras med varandra. Detta är en noggrann läsning av reglerna och spelarnas påverkan på spelets berättande, där vad som undersöks är spelets funktioner och skillnader i hur de berättas och presenteras, snarare än kvalitén på spelen eller berättelserna. Denna studie genomfördes genom att hålla två sessioner, en för varje system, spelad av separata grupper men med samma scenario och förutsättningar. Jämförelser gjordes genom att observera spelarbeslut, situationer som uppstod, samt det inflytande som spelmästare hade på spelet. En tydlig skillnad blev synlig mellan de två systemen var gällande huruvida spelarna reagerade på spelmästaren eller tvärtom. I Dungeons & Dragons observerades att spelarna reagerade och agerade enligt vad spelmästaren förklarade och spelade ut. I Blades in the Dark studerades en motsatt effekt, här upptäcktes att det var spelmästaren som reagerade på spelarna istället. Med denna undersökning kom vi fram till att Blades in the Dark är det mer spelar-drivna systemet. Den här studien kan i framtiden användas och byggas på av spelutvecklare för att göra nya spelsystem, med dessa observationer som framkom, kan komma till användning för att göra fler spel med mer spelar-drivet fokus. Vilket innebär att spelaren har mer inflytande på historiens som berättas och spelet i sig.
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Books on the topic "GameMastery"

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Bochak, John. The Gamemaster. New York: Simon & Schuster Books for Young Readers, 1995.

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Gamemaster: Conquering Sega Genesis Games. New York, USA: St. Martin's Paperbacks, 1994.

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Gamemaster: Conquering Super Nintendo Games. New York, USA: St. Martin's Paperbacks, 1994.

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Gamemaster: The Complete Video Game Guide 1995. New York, USA: St. Martin's Paperbacks, 1995.

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Gamemasters of the world: The chronicle of sport hunting and conservation : an autobiography of the pioneer of Asian hunting & conservation. New York: Skyhorse Pub., 2010.

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Staff, Paizo. GameMastery Module: Gallery Of Evil (Gamemastery Module). Paizo Publishing, LLC, 2007.

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Bulmahn, Jason. GameMastery Module: Conquest of Bloodsworn Vale (Gamemastery Module). Paizo Publishing, LLC., 2007.

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McArtor, Mike, and Jason Bulmahn. GameMastery Module: Seven Swords Of Sin (Gamemastery Module). Paizo Publishing, LLC., 2007.

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Staff, Paizo. GameMastery Module: Entombed With The Pharaohs (Gamemastery Module). Paizo Publishing, LLC, 2007.

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Staff, Paizo. GameMastery Campaign Workbook. Paizo Publishing, LLC, 2007.

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Book chapters on the topic "GameMastery"

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Pylayeva, Dana. "Be a Gamemaster." In Introduction to DevOps with Chocolate, LEGO and Scrum Game, 61–100. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2565-3_7.

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"The Gamemaster-Approach to Game Studies." In Videogames Studies: Concepts, Cultures, and Communication, 31–37. BRILL, 2011. http://dx.doi.org/10.1163/9781848880597_005.

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