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Journal articles on the topic 'Role-playing game'

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1

Bolton, Gary E. "Game theory’s role in role-playing." International Journal of Forecasting 18, no. 3 (2002): 353–58. http://dx.doi.org/10.1016/s0169-2070(02)00027-4.

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2

Romero Moreno, Aran. "Role-playing games and the roles of game: anthropological review of a role-playing game club in Barcelona." Perifèria. Revista d'investigació i formació en Antropologia 24, no. 1 (2019): 104. http://dx.doi.org/10.5565/rev/periferia.683.

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3

Hoffman, S. B., F. R. Brand, P. G. Beatty, and L. A. Hamill. "Geriatrix: A Role-Playing Game." Gerontologist 25, no. 6 (1985): 568–72. http://dx.doi.org/10.1093/geront/25.6.568.

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4

Hitchens, Michael, and Anders Drachen. "The Many Faces of Role-Playing Games." International Journal of Role-Playing, no. 1 (December 30, 2008): 3–21. http://dx.doi.org/10.33063/ijrp.vi1.185.

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Role-playing games have evolved into many forms in their thirty-year history. From the traditional pen-and-paper form, that originated with Dungeons & Dragons, with a group of friends playing around a table, to large live-action role-playing game, with hundreds of people acting out their assumed roles.
 The first computer role-playing games appeared over twenty-five years ago and massively multi-player role-playing games, such as World of Warcraft are now one of the most popular genres of digital games. Despite this diversity players at least seem to think they know when something is
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Guerra, Luis, and Deepak Saxena. "Effectiveness of in-game advertisements within role-playing games." International Journal of Electronic Marketing and Retailing 13, no. 3 (2022): 280. http://dx.doi.org/10.1504/ijemr.2022.123940.

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Guerra, Luis, and Deepak Saxena. "Effectiveness of in-game advertisements within role-playing games." International Journal of Electronic Marketing and Retailing 13, no. 3 (2022): 280. http://dx.doi.org/10.1504/ijemr.2022.10046225.

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7

Boavida, Miguel, João Paulo Santos, Pedro Assunção, Luis Soares, João Luz, and Ricardo Viegas. "The MulE game engine extending online role-playing games." ACM SIGCSE Bulletin 37, no. 3 (2005): 404. http://dx.doi.org/10.1145/1151954.1067608.

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8

Maffione, Nicolás P. "The first scientific role-playing game." Proceedings of the International Astronomical Union 15, S367 (2019): 434–35. http://dx.doi.org/10.1017/s1743921321000302.

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AbstractWe present here an edutainment strategy to communicate science and technology which is strongly based on personal motivation of the learner candidate: participants/players learn because they find it useful/interesting in order to achieve their own goals in some unique game. Our own goal is to capture young people’s attention in an immersive and collective storytelling experience within the framework of a role-playing game specifically designed for scientific literacy. The first experiences in public high schools of Argentina are reported here.
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Matias Marques Gomes, Pedro Henrique, Angelina Nunes de Vasconcelos, and Marcel De Lima Correia. "ROLE PLAYING GAME NA EDUCAÇÃO BRASILEIRA." Momento - Diálogos em Educação 32, no. 02 (2023): 307–34. http://dx.doi.org/10.14295/momento.v32i02.14135.

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O presente estudo representa uma revisão sistemática da literatura acerca do uso do Role-Playing-Game (RPG) na educação brasileira enquanto ferramenta de ensino e intervenção. Os artigos coletados foram classificados levando em consideração as características dos participantes dos estudos e ambiente de aprendizagem, variáveis independentes e dependentes e, por fim, resultados e fatores relacionados. A partir dos resultados obtidos, discutem-se as potencialidades do RPG enquanto forma de intervir em processos de ensino e do desenvolvimento de habilidades específicas. Além disso, são apresentada
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Kaban, Roberto, Fandy Syahputra, and Fajrillah Fajrillah. "Perancangan Game RPG (Role Playing Game) “Nusantara Darkness Rises”." Journal of Information System Research (JOSH) 2, no. 4 (2021): 235–46. http://dx.doi.org/10.47065/josh.v2i4.780.

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Games are generally used for entertainment, so by playing games the players will feel happy. Games can also be used as learning media with the concept of learning while playing. Each game has a set of logical functions and rules that guide the course of the game, as well as targets that must be achieved in each level. Each game has different logic and target functions. RPG(Role Playing Game) is one of the most popular game genres. In RPG games, it allows players to take on the roles of multiple imaginary characters and collaborate to complete in-game challenges. This study aims to create a gam
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Jang, YeiBeech, and SeoungHo Ryu. "Exploring game experiences and game leadership in massively multiplayer online role-playing games." British Journal of Educational Technology 42, no. 4 (2010): 616–23. http://dx.doi.org/10.1111/j.1467-8535.2010.01064.x.

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Kristanto, Damar. "The Impact of Game Avatar Customization in Improving User Experience and Gamer Loyalty: Experiment in Role Playing Game (RPG) Based Video Game." TIJAB (The International Journal of Applied Business) 2, no. 2 (2019): 86. http://dx.doi.org/10.20473/tijab.v2.i2.2018.86-106.

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The increasing number of video game titles raises competition between video game developers getting tighter and more competitive, this encourages the game developers to be more creative in designing their games so that players become loyal to play and not quickly switch to playing other games. While we know that game development is very difficult, time consuming and requires a lot of costs for the RPG genre. So that the loyalty of game players in playing games becomes a crucial problem.This study aims to explain how the customization of game avatars can increase the loyalty of video game playe
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13

Luong, Bao, John Thangarajah, and Fabio Zambetta. "A BDI Game Master Agent for Computer Role-Playing Games." Computers in Entertainment 15, no. 1 (2017): 1–16. http://dx.doi.org/10.1145/2629700.

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14

Tsygankova, Polina V., and Ekaterina Yu Suvorova. "Live-action role-playing games and online role-playing games: psychological functions in the modern sociocultural context." Вестник Пермского университета. Философия. Психология. Социология, no. 3 (2020): 459–74. http://dx.doi.org/10.17072/2078-7898/2020-3-459-474.

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The article deals with the functions of role-playing games of different types in adulthood in conjunction with the particularities of the players’ self-consciousness. Changes in the status of game in the sociocultural context of postmodern society are discussed. 45 respondents took part in the empirical study: 15 participants of live action role-playing games (8 women, average age 31.53 ± 6.48 years old, game experience 10.7 ± 5.9 years), 15 participants of the online role-playing game «Second Life» (8 women, average age 33.8 ± 5.62 years old, game experience 9.57 ± 4.33 years), and 15 people
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Tresnawati, Dewi, and Iqbal Setyawan. "Rancang Bangun Game Bergenre Role Playing Game Cerita Rakyat Sangkuriang." Jurnal Algoritma 18, no. 1 (2021): 231–36. http://dx.doi.org/10.33364/algoritma/v.18-1.818.

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Perkembangan game di Indonesia cukup pesat hingga menjadikan game sebagai bagian dari kehidupan yang sulit terpisahkan dari kehidupan masyarakat modern sebagai sarana penyampaian informasi yang lebih interaktif, ataupun juga sebagai sarana alternatif hiburan bagi kalangan muda hingga dewasa. Role Playing Game merupakan game berbasis strategi yang cukup populer, di dalamnya terkandung nilai seni peran dan cerita yang dapat membuat pemain merasakan menjadi seperti seorang tokoh dalam suatu cerita, dan juga membuat pemain mengenal tokoh pada cerita tersebut. Indonesia memiliki kekayaan yang sanga
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Mustofa, Mustofa, Jordy Lasmana Putra, and Chandra Kesuma. "Penerapan Game Development Life Cycle Untuk Video Game Dengan Model Role Playing Game." Computer Science (CO-SCIENCE) 1, no. 1 (2021): 27–34. http://dx.doi.org/10.31294/coscience.v1i1.158.

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The development of technology and information drives the acceleration of a very dynamic world. With this discovery, computer technology, which was created as a tool for human work, has now developed into a means of games, entertainment, communication and so on. In the entertainment sector, one of the most popular pieces of technology is the video game industry. However, information and knowledge regarding video game development is not very popular in Indonesia, especially about the Life Cycle in the video game development process. In addition, video games have a wide variety of genres and diff
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17

Chung, Tsui-shan. "Table-top role playing game and creativity." Thinking Skills and Creativity 8 (April 2013): 56–71. http://dx.doi.org/10.1016/j.tsc.2012.06.002.

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18

Tresnawati, Dewi, and Ary Akbar Sidiq. "Rancang Bangun Role Playing Game Budaya dan Pariwisata Garut." Jurnal Algoritma 17, no. 2 (2020): 525–31. http://dx.doi.org/10.33364/algoritma/v.17-2.525.

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Garut mempunyai budaya dan pariwisata yang menarik, namun tidak sepenuhnya diketahui oleh masyarakat luas. Budaya dan pariwisata Garut ini perlu diperkenalkan ke masyarakat luas, khususnya warga Garut umumnya seluruh Indonesia. Seiring dengan perkemabangan teknologi yang pesat, salah satunya adalah hiburan elekronik, yaitu game. Game merupakan sebuah hiburan elektronik yang dapat dimainkan oleh satu orang atau lebih. Selain untuk hiburan, game juga dapat menjadi sebuah media penyampaian informasi. Oleh karena itu peneliti membuat game sebagai media informasi tentang budaya dan pariwisata Garut
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19

Khaidarova, Diana Ruslanovna. "Identification of stability in following the game rule in the context of role-playing game of senior preschoolers." Interactive science, no. 4 (38) (April 21, 2019): 24–27. http://dx.doi.org/10.21661/r-496362.

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In this article, following the rules of the game is an important indicator of the development of game activities of preschool children, as the plot and role – playing games have the potential for the formation and development of gaming skills. As the study of this article shows, the stability of children in subordination to the game rule during the role-playing game is constantly increasing and between the role and the rule, which dictates a certain role, there are always naturally changing relationships. The article also presents recommendations for teachers of preschool institutions on direc
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20

Ivanova, Svitlana, Lubomir Dimitrov, Viktor Ivanov, and Lada Prokopovych. "USING ROLE-PLAYING GAME FOR PROFESSIONAL SKILLS FORMATION OF PROSPECTIVE TEACHERS." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 1 (May 28, 2021): 195–206. http://dx.doi.org/10.17770/sie2021vol1.6180.

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The features of using Role-playing games in educating students - prospective teachers are considered. In practical classes on teaching methods of various disciplines, Role-playing games are often used, associated with conducting a fragment of a lesson or a full lesson. Typically, these practical classes are organized on an empirical level. The version of the Role-playing game "Observing Mathematics Lessons", developed on the basis of the theory of contextual learning, is presented. Psychological and pedagogical principles: simulation of specific conditions, game modelling of the content and fo
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21

White, William J. "Playing House in a World of Night: Discursive Trajectories of Masculinity in a Tabletop Role-playing Game." International Journal of Role-Playing, no. 2 (March 27, 2011): 18–31. http://dx.doi.org/10.33063/ijrp.vi2.192.

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This study uses excerpts from the transcript of a tabletop role-playing game (RPG) session to examine how male players enact ideas about masculinity. The game is a non-traditional, small-press “indie” game called Ganakagok designed by the author; in the game, the characters are men and women from a quasi-Inuit culture living on an island of ice in a world lit only by starlight. As the game begins, the imminent arrival of the Sun is announced, and game-play is about how the people of this culture deal with the approaching dawn. In one such game, the players of three male characters went through
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22

Hammer, Jessica, and Moyra Turkington. "Designing Role-Playing Games that Address the Holocaust." International Journal of Designs for Learning 12, no. 1 (2021): 42–53. http://dx.doi.org/10.14434/ijdl.v12i1.31265.

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Role-playing games offer powerful opportunities for players to engage with history, such as allowing players to fictionally situate themselves in a historical period. When it comes to the Holocaust, however, games face serious issues such as the potential trivialization of the Holocaust or players learning to blame the victims. In this design case, we show one way that these issues can be addressed through game design techniques. We bring together the literature on games and Holocaust education to define a set of design challenges for Holocaust-related historical role-playing games; we describ
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23

Putri Arini. "Role Playing Game; Upaya dalam Mengatasi Anak Introvert." EDUCARE: Jurnal Ilmu Pendidikan 1, no. 1 (2022): 56–68. https://doi.org/10.71392/ejip.v1i1.45.

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This study aims to analyze and examine the application of role playing games in overcoming introverted children in early childhood at RA Uswatun Hasanah, Maron, Probolinggo. This research uses a qualitative approach, while the type of research uses case studies. The data analysis technique uses data reduction, data display, and drawing conclusions or verification. The results showed that the teacher's steps in implementing Role Playing Games in overcoming the problems of introverted children through; Preparation and Planning Analysis, Role Playing Engineering, Activity Documentation, Activity
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24

Hlavacska, András. "Preparing a Tabletop Role-Playing Game Experiment: Methodological Notes for Studying the Immersion of Tabletop Role-Playing Game Participants." Acta Ludologica 7, Special Issue (2024): 84–97. https://doi.org/10.34135/actaludologica.2024-7-si.84-97.

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The study aims to contribute to the research that seeks a better understanding of the language of tabletop role-playing games through the analysis of video recordings of game sessions. In the autumn of 2021, the Tabletop Role-playing Game Research Group at the Department of Communication and Media Studies of the University of Debrecen performed an experiment, the aim of which was to analyse the communication of role-playing participants through video recordings. During the experiment, the research team recorded 38 hours and 47 minutes of video footage of the games played by participants with n
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Walker, Doug, E. Deanne Brocato, Les Carlson, and Russell N. Laczniak. "Parents’ and children’s violent gameplay: role of co-playing." Journal of Consumer Marketing 35, no. 6 (2018): 623–32. http://dx.doi.org/10.1108/jcm-10-2017-2397.

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Purpose The purpose of this study is to explore the role of co-playing as a moderator of the relation between parents’ and children’s play of violent video games. Design/methodology/approach The study uses dyadic parent/child survey data to estimate the conditional effects in the model, both direct and indirect. Findings The positive effect of parents’ violent video game play of children’s playing behaviors is attenuated by parent/child co-playing. Parents’ knowledge of the Entertainment Software Rating Board (ESRB) ratings leads to higher levels of co-playing, thereby indirectly attenuating v
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Podvalnyi, M.A. "Consensus and power in tabletop role-playing games." Sociology of Power, no. 3 (June 7, 2020): 53–73. https://doi.org/10.22394/2074-0492-2020-3-53-73.

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This article is dedicated to the issue of achieving consensus in tabletop role-playing games and also addresses the question of how exactly players gain power over the interpretation of events within a tabletop RPG. A tabletop role-playing game presupposes that its participants constantly articulate statements which shift the current configuration of in-game elements and also play the role of being artistic descriptions of said shifts. The alternation and interplay of performative and descriptive statements, their convolution and also the fact that, in tabletop RPGs, unlike in the majority of
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Poděbradská, Markéta, Mary Noel, Deborah Bathke, Tonya Haigh, and Michael Hayes. "Ready for Drought? A Community Resilience Role-Playing Game." Water 12, no. 9 (2020): 2490. http://dx.doi.org/10.3390/w12092490.

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Drought is an abstract and complex phenomenon that can be difficult for many people to comprehend. Proactive planning to improve response during drought events is necessary but complicated because it involves stakeholders and decision-makers with competing interests. A category of games, called serious games, have proven to be helpful when learning about abstract concepts, and for improving communication and conflict resolution with respect to water-related issues. In this study, we present a new in-person role-playing game that serves as a drought educational tool in both classroom and profes
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Rahayu, Eka Fitri, Indah Wahyuni, and Octarina Budi Lestari. "Perancangan Aplikasi Role Playing Game Mastry World Berbasis Android." ICIT Journal 10, no. 2 (2024): 193–204. https://doi.org/10.33050/icit.v10i2.3164.

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Siswa Sekolah Menengah Pertama semakin sedikit yang menyukai pelajaran matematika dan kimia. Tanpa disadari, nilai dan keterampilan mereka dalam menyelesaikan masalah matematika dan kimia semakin berkurang. Matematika dan kimia merupakan ilmu dari ilmu pengetahuan yang ada di kehidupan. Semakin berkembangnya teknologi, semakin pesat juga perkembangan game yang mulai mengurangi jam belajar siswa atau siswi SMP saat ini. Untuk mencegah penurunan nilai dan minat yang lebih jauh, maka dirancang sebuah inovasi game android edukasi untuk masalah pembelajaran matematika dan kimia. Melihat kondisi ter
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29

Wright, George. "Game theory, game theorists, university students, role-playing and forecasting ability." International Journal of Forecasting 18, no. 3 (2002): 383–87. http://dx.doi.org/10.1016/s0169-2070(02)00028-6.

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Wirth, Werner, Fabian Ryffel, Thilo von Pape, and Veronika Karnowski. "The Development of Video Game Enjoyment in a Role Playing Game." Cyberpsychology, Behavior, and Social Networking 16, no. 4 (2013): 260–64. http://dx.doi.org/10.1089/cyber.2012.0159.

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31

Iuama, Tadeu Rodrigues, and Luiz Falcão. "Analog Role-Playing Game Studies: A Brazilian Overview." International Journal of Role-Playing, no. 12 (October 5, 2022): 6–21. http://dx.doi.org/10.33063/ijrp.vi12.289.

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This paper aims to present an overview of analog role-playing games in Brazil.For this, it uses a mixed method that includes bibliographic research and document analysis in an autoethnographic perspective. The results from these different methodological approaches, which are evocative rather than exhaustive, are divided into two aspects: first, they present a briefhistory ofboth publications and the idiosyncrasies of the practice oflarps and tabletop role-playing games in Brazil; second, they seek to synthesize the academic perspectives observed in the field of analog role-playing game studies
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32

Podvalnyi, M. A. "Consensus and Power in Tabletop Role-playing Games." Sociology of Power 32, no. 3 (2020): 53–73. http://dx.doi.org/10.22394/2074-0492-2020-3-53-73.

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This article is dedicated to the issue of achieving consensus in tabletop role-playing games and also addresses the question of how exactly play­ers gain power over the interpretation of events within a tabletop RPG. A tabletop role-playing game presupposes that its participants constantly articulate statements which shift the current configuration of in-game elements and also play the role of being artistic descriptions of said shifts. The alternation and interplay of performative and descriptive statements, their convolution and also the fact that, in tabletop RPGs, unlike in the majority of
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33

White, William J., Evan Torner, Sarah Lynne Bowman, et al. "International Journal of Role-playing 12 -- Full Issue -- IJRP." International Journal of Role-Playing, no. 12 (October 5, 2022): 1–128. http://dx.doi.org/10.33063/ijrp.vi12.287.

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IJRP 12: Full Issue
 Table of Contents
 William J. White, Evan Torner, and Sarah Lynne Bowman,“Editorial: The Social Epistemology of Analog Role-Playing Game Studies”
 Reflections on the interdisciplinary and heterogeneous nature of role-playing games studies, as evident in the five uniquely distinct articles in Issue 12.
 Tadeu Rodrigues Iuama and Luiz Falcão, “Analog Role-Playing Game Studies: A Brazilian Overview”
 An overview of the history of role-playing games and their respective game communities in Brazil, as well as the development of role-playing game study s
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34

Herbut, Patrycja. "Diversity of Systems, Represented Worlds and Proper Nouns in Role Playing Game." Acta Humana 8 (September 20, 2018): 73. http://dx.doi.org/10.17951/ah.2017.8.73.

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Harviainen, J. Tuomas. "A Hermeneutical Approach to Role-Playing Analysis." International Journal of Role-Playing, no. 1 (December 30, 2008): 66–78. http://dx.doi.org/10.33063/ijrp.vi1.188.

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This is an article about viewing role-playing games and role-playing game theory from a hermeneutical standpoint. In other words, it presents one view on how a role-playing situation can be seen as a set of texts. That view also includes the idea of not only analyzing those texts, but also addressing the way game participants interpret those texts. On the side of role-playing theory, this article uses material from various schools of thought, from the post-Forge community to Nordic larptheory. On the side of hermeneutics, emphasis is on Paul Ricoeur’s idea of meaningful actions as texts. Those
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Montola, Markus. "The Invisible Rules of Role-Playing The Social Framework of Role-Playing Process." International Journal of Role-Playing, no. 1 (December 30, 2008): 22–36. http://dx.doi.org/10.33063/ijrp.vi1.184.

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This paper looks at the process of role-playing that takes place in various games. Role-play is a social activity, where three elements are always present: An imaginary game world, a power structure and personified player characters. In a nutshell, all role-playing activities about imaginary people acting out in an imaginary environment; the power structure is needed to differentiate these activities from free make-believe and children’s play. After the basics, the paper moves on to discuss the various components in detail, going through how rules, goals, worlds, power, information and identit
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Ahiliar Tukler, V. V. "MODERN ROLE-PLAYING GAME OF SENIOR PRESCHOOL CHILDREN." Innovate Pedagogy, no. 47 (2022): 273–76. http://dx.doi.org/10.32843/2663-6085/2022/47.53.

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Glimmerveen, Ludo, and Henk Nies. "Role playing game: the challenges of citizen engagement." International Journal of Integrated Care 18, s2 (2018): 112. http://dx.doi.org/10.5334/ijic.s2112.

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Armstrong, J. Scott. "Assessing game theory, role playing, and unaided judgment." International Journal of Forecasting 18, no. 3 (2002): 345–52. http://dx.doi.org/10.1016/s0169-2070(02)00024-9.

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Fathoni, K., E. T. Adventure, and F. N. C. Bagar. "Historical role-playing game application of Sunan Ampel." IOP Conference Series: Materials Science and Engineering 732 (January 27, 2020): 012046. http://dx.doi.org/10.1088/1757-899x/732/1/012046.

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Korkeila, Henry, and J. Tuomas Harviainen. "Gaming Capital in Contemporary Role-playing Game Platforms." International Journal of Role-Playing, no. 14 (September 19, 2023): 91–98. http://dx.doi.org/10.33063/ijrp.vi14.360.

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Gaming capital: a fifteen-year-old theory detailing how one’s gaming knowledge can be conceptualized into something tangible. In her book Cheating: Gaining Advantage in Video Games, Consalvo (2007) presented the term gaming capital to give a name and meaning to the collective understanding of both the individual player and the communities that entail the discussions about the game, genre, or the platform – including topics like knowledge, experience, and skill. Yet, there has not been much scholarly attention given to where one would situate gaming capital between cultural and symbolic capital
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hassan, walaa, Bilal Ghareeb, Mohamed Doqmak, shihab Mostafa, Farah Sherif, and Verina Adel. "VR Computer Role-Playing Game Using Reinforcement Learning." Journal of Computing and Communication 2, no. 2 (2023): 38–51. http://dx.doi.org/10.21608/jocc.2023.307059.

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43

Godoy Quinhones, Dionatans, Jean Pierre Da Rocha Carneiro, and Luiz Carlos Moreira. "Role-Playing Game: Uma Investigação Fenomenológica do Jogo." Phenomenology, Humanities and Sciences 3, no. 3 (2023): 179–90. http://dx.doi.org/10.62506/phs.v3i3.164.

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O RPG (role-playing game) é um jogo de interpretação de papéis, onde três ou mais jogadores se reúnem e se imaginam nas mais variáveis situações, possíveis ou impossíveis, seguindo regras específicas de acordo com um sistema escolhido, mas tendo liberdade no fantasiar permitindo a vivência de possibilidades infinitas por parte dos jogadores. Assim, a pesquisa visou analisar os fenômenos manifestados no ato de jogar, pelos vieses fenomenológicos e gestálticos, buscando compreender tais manifestações como um exercício de subjetivação que viabiliza crescimento. A pesquisa teve essencialmente como
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Portes, Raylander de Araujo, and Paulo Ferreira Bonfatt. "ROLE-PLAYING GAME E IMAGINAÇÃO: UMA PERSPECTIVA JUNGUIANA." CADERNOS DE PSICOLOGIA 4, no. 7 (2022): 26. https://doi.org/10.5281/zenodo.13621252.

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O Role-Playing Game (RPG) é um jogo colaborativo, em que os jogadores assumem papéis de seus personagens e criam juntos uma narrativa que é alimentada pela imaginação de todos. A imaginação possui destaque significativo, uma vez que por meio dela, o participante tem acesso a sua criatividade e conteúdos desconhecidos por ele. Dessa forma, esse artigo tem como finalidade discutir a respeito do processo imaginativo, bem como o de produção de fantasias e suas possíveis implicações psicológicas nos pa
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Mehrstam, Christian. "Berättare i trikåer." Tidskrift för litteraturvetenskap 47, no. 1 (2017): 78–93. http://dx.doi.org/10.54797/tfl.v47i1.8431.

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Narrators in Tights. The Thematic Turn in Swedish Tabletop Role-Playing Games The concept of theme in tabletop role-playing games is examined from the joint perspectives of comparative literature and game studies, focusing mainly on the independent tabletop role-playing game Supercrew by Tobias Radesäter, published in 2006. The article starts with a theoretical separation of motif and theme, where the latter represents a question, problem or issue that generates narrative by use of elements from common motifs. Against the background of Swedish and international games published 1974–2006, it is
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Minovskaia, Olgа V. "Designing a game program in a camp for children." Vestnik of Kostroma State University. Series: Pedagogy. Psychology. Sociokinetics 28, no. 4 (2023): 13–19. http://dx.doi.org/10.34216/2073-1426-2022-28-4-13-19.

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The inclusion of the game in the camp program is in the interests of children, teachers, camps. Game change is a creative project, a way of holistic implementation of the plan for teachers. It affects the formation of the face of the camp for parents and children. The task of the research is to identify options where playing is a must-have for the camp. Analysis relies on knowledge about the structure of the game, its elements. The empirical base was the author's camp of role-playing games “Centaurˮ (Kostroma region), the author's camp “City of Hopeˮ (Kostroma region), the group of companies “
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Onuczko, Curtis, Duane Szafron, Jonathan Schaeffer, et al. "Automatic Story Generation for Computer Role-Playing Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 2, no. 1 (2021): 147–48. http://dx.doi.org/10.1609/aiide.v2i1.18769.

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Scripting the plot in a computer role-playing game requires a large number of scripts that are difficult to track and maintain. Game adventures often have simple plots, called sub- quests, that are independent from the main plot. Sub-quests are important, as they add value to the open-world appeal of the game, but they still have to be scripted. We have created a prototype of a tool that helps by automatically producing design pattern specifications for sub-quests. The specifications can be entered into an existing tool, called ScriptEase, to generate scripting code for Neverwinter Nights adve
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Montola, Markus, Jonne Arjoranta, William J. White, Myriel Balzer, Noirin Curran, and J. Tuomas Harviainen. "International Journal of Role-playing 2: Full Issue." International Journal of Role-Playing, no. 2 (March 27, 2011): 1–71. http://dx.doi.org/10.33063/ijrp.vi2.189.

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International Journal of Role-Playing Issue 2: Full Issue Table of Contents Editorial -- Markus MontolaThe International Journal of Role-Playing is a response to a growing need for a place where the varied and wonderful fields of role-playing research and development, covering academia, the industry and the arts, can exchange knowledge and research, form networks and communicate. Jonne Arjoranta -- Defining Role-Playing Games as Language-Games This paper looks at one of the latest attempts to define role-playing games, and shows some potential problems with it. As an answer to these problems a
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Nugraha, R. Gita Ardhy, Totok Sumaryanto, and Kamsijo Budi Utomo. "Developing Android Role Playing Game for Elementary Music Learning." Harmonia: Journal of Arts Research and Education 18, no. 2 (2019): 181–88. http://dx.doi.org/10.15294/harmonia.v18i2.14018.

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Elementary students prefer to listen to modern songs from the device that they have in their daily life. In the music learning process, the student feels bored because of the monotone learning method, even though the music art learning process is an important process to promote student knowledge about Indonesia’s traditional songs. Innovation is needed because of this condition. This study aims to design and develop an android role-playing game (RPG) for music learning, especially Indonesia’s traditional songs. This study also analyses the worthiness of android RPG game based on expert judgmen
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Jiang, Zhi-Qiang, Wei-Xing Zhou, and Qun-Zhao Tan. "Online-offline activities and game-playing behaviors of avatars in a massive multiplayer online role-playing game." EPL (Europhysics Letters) 88, no. 4 (2009): 48007. http://dx.doi.org/10.1209/0295-5075/88/48007.

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