Academic literature on the topic 'Roleplay'

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Journal articles on the topic "Roleplay"

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Kasper, Gabriele, and Soo Jung Youn. "Transforming instruction to activity: Roleplay in language assessment." Applied Linguistics Review 9, no. 4 (2018): 589–616. http://dx.doi.org/10.1515/applirev-2017-0020.

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AbstractRoleplay is used as a method for education and training, assessment, and research across a wide range of academic and occupational domains, including applied linguistics. In the assessment of speaking and pragmatic competence, roleplay is used to examine how test takers produce and understand social action-in-interaction and in this way overcomes the problem of “construct under-representation”. Roleplay is also chosen for assessment purposes because it accommodates the opposing needs for authenticity and standardization in the design of assessment instruments. While the research litera
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Atiqah, Atiqah, and Noor Efni Salam. "Fenomena Komunikasi Pemain Roleplay pada Pengguna Akun K-Pop Twitter Kalangan Remaja di Kota Pekanbaru." Jurnal Ilmu Komunikasi 13, no. 1 (2024): 11–25. http://dx.doi.org/10.35967/jkms.v13i1.7546.

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Pemain roleplay pengguna akun K-Pop menjadi yang paling umum saat ini. Penelitian ini bertujuan untuk menganalisis motif pemain roleplay Twitter kalangan remaja di Kota Pekanbaru memilih menggunakan akun K-Pop, makna karakter yang dipilih serta pengalaman komunikasi pemain selama bermain roleplay. Penelitian ini menggunakan metode kualitatif dengan pendekatan fenomenologi. Hasil penelitian menunjukkan motif karena (Because Motive) seperti keinginan mencari teman yang memiliki kesamaan minat yaitu menyukai K-Pop, ingin mengenal idola, serta memudahkan mencari teman dalam bermain roleplay serta
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Amirkhanova, Karina Muratovna, and Natalia Nikolaevna Bobyreva. "Communication in Training Future EFL Teachers: Simulation and Roleplay in the English Classroom." International Journal of Higher Education 9, no. 8 (2020): 7. http://dx.doi.org/10.5430/ijhe.v9n8p7.

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The issue under investigation is topical and significant. Being a communicative language acquisition method, simulation and roleplays develop future teachers' language competencies and pedagogical competence, playing a unique role in forming teacher-student, teacher-parent communication patterns. The article aims at studying the place simulation/roleplay have in this process and its specific features. The authors describe how roleplays and simulations are introduced into the English classroom, examples of supplying study books with roleplay tasks. The methods applied to explore the problem wer
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Agustini, Dina Rahayu. "PENGGUNAAN BAHASA INDONESIA DALAM KOMUNITAS ROLEPLAY DI PLATFORM FACEBOOK." Diksatrasia : Jurnal Ilmiah Pendidikan Bahasa dan Sastra Indonesia 8, no. 2 (2024): 305. http://dx.doi.org/10.25157/diksatrasia.v8i2.15161.

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Penelitian ini berjudul “Penggunaan Bahasa Indonesia dalam Komunitas Roleplay di Platform Facebook”. Rumusan masalah dalam penelitian ini adalah bagaimana penggunaan bahasa Indonesia dalam komunitas roleplay di platfrom Facebook. Tujuan dari penelitian ini adalah untuk mendeskripsikan penggunaan bahasa Indonesia dalam komunitas roleplay di platform Facebook.Metode penelitian yang digunakan adalah metode deskriptif kualitatif. Teknik pengumpulan data yang digunakan adalah teknik studi pustaka, teknik simak catat, dan teknik analisis. Hasil penelitian terhadap penggunaan bahasa Indonesia dalam k
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Wallin, I., and V. Brukas. "Training forestry students for uncertainty and complexity: the development and assessment of a transformative roleplay." International Forestry Review 26, no. 1 (2024): 93–109. http://dx.doi.org/10.1505/146554824838457880.

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Climate change increases the uncertainties associated with the management of forests at the same time as societies seek to intensify the utilization of bio-based resources for climate mitigation. Participatory processes in decision-making are widely acknowledged to be suitable for finding effective and legitimate trade-offs in complex and uncertain situations. Inspired by transformative learning theory, we developed a roleplay within an international forestry master’s program with the aim to train students’ personal skills in preparation for a professional life involving participatory decision
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Falenchia, Merlyn, and Sumardjijati Sumardjijati. "Literasi Digital Remaja dalam Permainan Roleplay di Media Sosial Twitter." JIIP - Jurnal Ilmiah Ilmu Pendidikan 6, no. 6 (2023): 4064–72. http://dx.doi.org/10.54371/jiip.v6i6.1585.

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Pengguna media sosial di Indonesia mengalami peningkatan setiap tahunnya. Hingga Januari 2022, pengguna media sosial di Indonesia mencapai 191,4 juta dan Twitter menempati urutan ke-5 dengan 18,45 juta pengguna (Hootsuite, 2022). Baru-baru ini, kata “roleplay” menjadi trending topic di Twitter berkaitan dengan viralnya kasus kejahatan siber yang melibatkan akun roleplay. Maraknya kasus kekerasan siber merupakan dampak negatif dari adanya perkembangan teknologi informasi dan komunikasi yang tidak diimbangi dengan kemampuan literasi digital. Maka dari itu, setiap pengguna media sosial memerlukan
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Prasetyo, Farizqi Feryadhi, and Vinisa Nurul Aisyah. "Self Presentation of Idol K-Pop Roleplay Account in Twitter." MEDIASI Jurnal Kajian dan Terapan Media, Bahasa, Komunikasi 4, no. 3 (2023): 278–97. http://dx.doi.org/10.46961/mediasi.v4i3.831.

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This study aims to find out how self-presentations are made by users of K-Pop Idol roleplay accounts on Twitter. Roleplay is the activity of someone who assumes himself as another person or in a certain role. This research was conducted concerning the dramaturgical theory of Erving Goffman. This research is a type of descriptive qualitative research. In this study, data were obtained through observation and interviews which were then analyzed using interactive data analysis techniques. The results obtained in this study indicate that the resource person's roleplay account is the front stage wh
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Aldiyah, Windy, and Muhammad Iqbal. "Interaksi Pasangan Sesama Lelaki BxB Dalam Permainan RolePalay Idol K-Pop di Twitter (X)." Journal of Education Religion Humanities and Multidiciplinary 2, no. 2 (2024): 1250–62. https://doi.org/10.57235/jerumi.v2i2.4276.

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Penelitian ini bertujuan untuk menganalisis cara berinteraksi pasangan bxb dalam permainan roleplay yang terdaat di twitter (X) dengan menggunakan teori interaksi simbolik yang dicetuskan oleh George Herbert Mead. Penelitian ini berfokus pada Mengindentifikasi aktivitas-aktivitas yang dilakukan oleh pasangan BxB dalam permainan roleplay yang ada di Twitter (x) dan menganalisis cara pasangan BxB dalam memaknai simbol-simbol yang digunakan sebagai representasi pesan yang di sampaikan oleh para pasangan roleplay. Metode penelitian yang digunakan adalah kualitatif dengan menggunakan pendekatan etn
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Yenisca Juniar and Eni Nuraeni Nugrahawati. "Self Discrepancy pada Roleplayer K-Pop pada Komunitas Entertaiment ‘X’ di Twitter." Jurnal Riset Psikologi 1, no. 1 (2021): 18–25. http://dx.doi.org/10.29313/jrp.v1i1.89.

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Abstract. Roleplay is defined as an activity where someone parodies their idol. A roleplayer plays a character of his own. In this game everyone does not know the real identity of each, so someone must make their own character. In this community there are several players who use male sex characters even though in the real world he is a woman. Most of them are aged 18-24 years with jobs as students and private employees. Roleplayer in this study has been playing in this community for more than five years and the original self is very different from the virtual self. In these conditions, there i
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Nayar, Burna, and Surabhi Koul. "Blended learning in higher education: a transition to experiential classrooms." International Journal of Educational Management 34, no. 9 (2020): 1357–74. http://dx.doi.org/10.1108/ijem-08-2019-0295.

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PurposeThe purpose of this paper is to critically evaluate the learning effectiveness and engagement of blended learning tools in a management course of negotiation skills. The study addresses the dilemma brought to light through literature regarding the learning effectiveness of roleplays as a teaching tool in negotiation training. The study compares the impact of traditional roleplays vis-à-vis roleplays fused with blended tools on learner's performance. The endeavour is to investigate the learning effectiveness of traditional tools (roleplay simulation and lecture) vs blended learning tools
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Dissertations / Theses on the topic "Roleplay"

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ONeal, Rhiannon Patricia. "Gender, Identity and Tabletop Roleplay Games." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/theses/760.

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Identity Performativity theory is relatively new to the field of linguistics and as such has been the subject of a growing number of research in linguistics. Most popularly, focus on performativity has been the discursive construction of gendered identity/identities. Though a number of studies have sought to examine the role language performance plays in construction, a surprising few have aimed to look at activities focused on the intentional creation and maintenance of identities in a specifically performative context such as: improvisational acting and roleplaying games. This study uses a
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López, García Yoselin. "Conflictos y Emociones: Narrativas en el Roleplay en Twitter." Tesis de Licenciatura, Universidad Autónoma del Estado de México, 2020. http://hdl.handle.net/20.500.11799/109615.

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El presente trabajo busca describir y analizar las dinámicas de interacción que se practican en el roleplay de Twitter, pues nos permitirían comprender las maneras en que éstas, a través de las narraciones y su conflictividad, permean las interacciones sociales en el juego mismo, incluyendo las emocionales.
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Price, Isaac V. "Managing Cosplay Performance: The Forms and Expectations of Convention Roleplay." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/etd/3753.

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Costume play (i.e. cosplay) is a performance of fandom rife with rituals and communication practices. Cosplay roleplaying performances are cultural practices that reveal how cosplayers interact with one another and among non-cosplaying members of their fandoms. This study examines the expectations that cosplayers hold for roleplay, the forms of roleplay, and the ways in which roleplay can become an instigator of harassment. Through the lens of Face-Negotiation Theory, the author discusses how roleplay functions to maintain or threaten the public images of cosplayers and their audiences, and wh
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au, hartlv@perth training wa gov, and Andree Vanda Barbara Hartley. "Expédition aux Terres Australes A Web-based Online Role-play Simulation: the enhancement of language acquisition through social interaction." Murdoch University, 2004. http://wwwlib.murdoch.edu.au/adt/browse/view/adt-MU20050603.151117.

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This research project investigates to what extent a social constructivist approach to teaching and learning online can enhance the use of language acquisition for learners of foreign languages. I designed an online role-play simulation in which the students sailed on the expedition of Nicolas Baudin to Australia and took different authentic roles on a simulated voyage. All communication was conducted in the French language, thus enabling the students to interact in realistic conversations, relevant to this historic event. Being in a third year TAFE French class, the students had already been e
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Mock, Remy (Remy A. ). "TagAlong RolePlay : a low-cost multi-user virtual reality language learning platform." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106110.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2016.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 74-79).<br>Smart-phone applications that help users learn languages are quickly taking over the language learning market due to their convenience and accessibility. It is estimated that the mobile share of the language-acquisition market should climb 73 percent to around 14.5 billion by 2019 (Reuters, 2015). However, none of the applications currently available are immersive or have multi-
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Robertson, Judy. "The effectiveness of a virtual role-play environment as a preparation activity for story writing." Thesis, University of Edinburgh, 2000. http://hdl.handle.net/1842/589.

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Improvisational dramatic role-play activities are used in classrooms to encourage children to explore the feelings of the characters in a story. Roleplay exercises can give a story personal significance to each child, and an insight and understanding of the characters which is reflected in stories written afterwards. The thesis describes the development of a virtual environment designed for similar dramatic role-play exercises. The thesis then investigates its effectiveness as a preparation activity for writing stories. It examines the effects the virtual role-play environment has on the chara
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Nordbeck, Katarina. "- Idag är det Krysmyntaspel. - Nej, det är inget spel! Det är en lek : Om forumspel på förskolan." Thesis, Södertörns högskola, Lärarutbildningen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30384.

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The aim of this study is to investigate an inter-action and a roleplay activity that takes place every Friday at a preschool in a suburb of Stockholm. The aim is to investigate learning in this activity and how it is corresponding to the curriculum for preschools. What is the teachers aim and how do the children think, talk and act before, during and after the game. It is a qualitative study and data was collected through qualitative interviews, field notes from observations and recordings with my I-phone. The results showed that the play is useful as a pedagogical documentation and as a tool
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Leppäkorpi, Johanna. "”Det känns som att det är på riktigt” Om forumspel som ett pedagogiskt verktyg i konfliktlösande syfte." Thesis, Mälardalens högskola, Akademin för utbildning, kultur och kommunikation, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-11827.

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Syftet med uppsatsen är att undersöka om forumspel kan användas som ett pedagogiskt verktyg i konfliktlösande syfte i en elevgrupp samt är i enlighet med det mål som finns beskrivet i Lpo94: ”Att varje elev utvecklar sin förmåga att göra och uttrycka medvetna etiska ställningstaganden grundade på kunskaper och personliga erfarenheter”.   Undersökningen är en kvalitativ fallstudie där aktionsforskningens modell utgör forskningsstrategin. Urvalet i undersökningen består av en homogen integrerad årskurs 1-2 klass. Resultatet från undersökningen visar att forumspel är ett användbart pedagogiskt ve
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Scudder, Sasha. "Reflections: the Positive Effect of Cooperative Roleplaying Games on Anxiety Disorders." Scholarship @ Claremont, 2019. https://scholarship.claremont.edu/scripps_theses/1241.

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Anxiety disorders are some of the most prevalent mental illnesses in the United States, and young adults have developed a variety of coping mechanisms to deal with their symptoms. One of the most common is escapism, or the act of escaping reality by delving into alternate stimuli, fantasies, or media content, but this often leads to social or emotional isolation. Cooperative roleplaying games, such as Dungeons and Dragons, can alleviate symptoms of anxiety disorders while facilitating social interaction through escapism, creative thinking, play, and community building. The companion piece to t
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Ode, Jon. "Religion in computer games : Religious themes conveyed through an unorthodox medium." Thesis, Karlstads universitet, Avdelningen för humaniora och genusvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-12064.

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The purpose of this essay is an attempt to create a “first basis” of reliability for religious content in computes games, and its value in academic studies. While not researching it in depth, this essay will also give a suggestion of computer games’ potential as a didactic medium. A quantitative comparative analysis has been performed, to present several common religious themes and their occurrence in the computer game respectively. While researching the game, an abundance of religious themes have been found, documented and presented. Through this, it is concluded that computer games not only
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Books on the topic "Roleplay"

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1939-, Ayckbourn Alan, Ayckbourn Alan 1939-, and Ayckbourn Alan 1939-, eds. Damsels in distress: GamePlan, FlatSpin, RolePlay. Faber, 2002.

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Ron, Mock, ed. The roleplay book: 41 hypothetical situations. 2nd ed. Mennonite Conciliation Service, 1997.

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Workshop, Games, ed. Warhammer fantasy roleplay: A grim world of perilous adventure. Games Workshop, 1986.

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Avidon, Aaron, Briggs Carl Jr, Ross Brill, Alexandra Elam, and Shannon Flaherty. Roleplay. Dramatic Publishing Company, 2021.

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Hawkins, Max, and Tyler Rainey. Roleplay. Independently Published, 2021.

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Oeming, Michael Avon, and Brian Michael Bendis. Powers - Roleplay. Marvel Worldwide, Incorporated, 2014.

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Sensual Roleplay. Spire Publishing, 2008.

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Powers Roleplay. Marvel Comics, 2011.

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Bentley, Diana. Starting with roleplay. Hopscotch., 2005.

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Roleplay and simulation. Careers and Occupational Information Centre, 1985.

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Book chapters on the topic "Roleplay"

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Helfer, Elyssa. "Power Exchange Roleplay." In BDSM and Kink. Routledge, 2024. http://dx.doi.org/10.4324/9781003312833-5.

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Beattie, Scott. "Project: Design a Roleplay." In Springer Texts in Education. Springer Nature Singapore, 2024. https://doi.org/10.1007/978-981-96-0198-1_8.

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Gronwald, Klaus-Dieter. "The Beverages Roleplay and Games." In Integrated Business Information Systems. Springer Berlin Heidelberg, 2020. http://dx.doi.org/10.1007/978-3-662-59811-5_9.

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Mariani, Ilaria. "Other Worlds. When Worldbuilding and Roleplay Feed Speculation." In Design, User Experience, and Usability. Design for Contemporary Interactive Environments. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49760-6_34.

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Duffy, Lynn. "Holmes and his Boswell in Cosplay and Roleplay." In Sherlock Holmes in Context. Palgrave Macmillan UK, 2017. http://dx.doi.org/10.1057/978-1-137-55595-3_6.

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Sharma, Garima, Monika Kadian, Kritika Sharma, Shivani Pandita, Kanishka Shrivasatava, and Anil Kumar. "The Critical Roleplay of Iron Neurochemistry in Progression of Parkinson’s Disease." In Nutritional Neurosciences. Springer Nature Singapore, 2022. http://dx.doi.org/10.1007/978-981-19-7327-7_5.

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Cong, Ling Mei. "Roleplay and Interpersonal Skills Self-Efficacy in a Financial Analytics Course." In Handbook of Big Data and Analytics in Accounting and Auditing. Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-19-4460-4_17.

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Kaye, David. "Training the Actor for Roleplay and Other Improv-Based Interactive Theatre Forms." In Experiential Theatres. Routledge, 2022. http://dx.doi.org/10.4324/9781003188179-9.

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Reimers, Stian, and Lucy Myers. "Using generative AI agents for scalable roleplay activities in the health sciences." In Using Generative AI Effectively in Higher Education. Routledge, 2024. http://dx.doi.org/10.4324/9781003482918-12.

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Wood, Matthew. "The Research Roleplay: Understanding the Process of Research and the Role of Research Stakeholders." In Teaching Science Students to Communicate: A Practical Guide. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-030-91628-2_58.

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Conference papers on the topic "Roleplay"

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Louie, Ryan, Ananjan Nandi, William Fang, Cheng Chang, Emma Brunskill, and Diyi Yang. "Roleplay-doh: Enabling Domain-Experts to Create LLM-simulated Patients via Eliciting and Adhering to Principles." In Proceedings of the 2024 Conference on Empirical Methods in Natural Language Processing. Association for Computational Linguistics, 2024. http://dx.doi.org/10.18653/v1/2024.emnlp-main.591.

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Saeki, Mao, Hiroaki Takatsu, Fuma Kurata, et al. "InteLLA: Intelligent Language Learning Assistant for Assessing Language Proficiency through Interviews and Roleplays." In Proceedings of the 25th Annual Meeting of the Special Interest Group on Discourse and Dialogue. Association for Computational Linguistics, 2024. http://dx.doi.org/10.18653/v1/2024.sigdial-1.34.

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O'Bryan, Mikaela, Alberto Alvarez, Jose Font, and Raquel Breejon Robinson. "Decentering the Designer Through Live-Action Roleplay." In HTTF '24: Halfway to the Future. ACM, 2024. http://dx.doi.org/10.1145/3686169.3686173.

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Ortiz, Pablo, and D. Fox Harrell. "Enabling Critical Self-Reflection through Roleplay with Chimeria." In CHI PLAY '18: The annual symposium on Computer-Human Interaction in Play. ACM, 2018. http://dx.doi.org/10.1145/3242671.3242687.

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Currin, Flannery Hope, Kyle Diederich, Luiza Superti Pantoja, et al. "Designing Stories to Inspire Preschoolers’ Creative, Collaborative Roleplay." In GoodIT '23: ACM International Conference on Information Technology for Social Good. ACM, 2023. http://dx.doi.org/10.1145/3582515.3609516.

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Greenberg, Day, Melissa Perez, Chandler Turner, and Angela Calabrese Barton. "Worldmaking in COVID-19: Youth Restructuring Reality via Anime Roleplay." In 17th International Conference of the Learning Sciences (ICLS) 2023. International Society of the Learning Sciences, 2023. http://dx.doi.org/10.22318/icls2023.697139.

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Latulipe, Celine, Sarah Provencal, and Tonya K. Frevert. "Experience report: Workshopping alternate outcomes to Sexism through participatory classroom roleplay." In 2016 Research on Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT). IEEE, 2016. http://dx.doi.org/10.1109/respect.2016.7836173.

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Probst, Caleb. "Distributed Roleplay: A Proposed Game Mechanic for Exploring Difficult Social Concepts." In AERA 2024. AERA, 2024. http://dx.doi.org/10.3102/ip.24.2112188.

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Probst, Caleb. "Distributed Roleplay: A Proposed Game Mechanic for Exploring Difficult Social Concepts." In 2024 AERA Annual Meeting. AERA, 2024. http://dx.doi.org/10.3102/2112188.

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Ask, Kristine, and Tanja Sihvonen. "Roleplay with chatbots on character.ai: A new direction for online gaming?" In Abstract Proceedings of DiGRA 2025: Games at the Crossroads. Digitial Games Research Association DiGRA, 2025. https://doi.org/10.26503/dl.v2025i3.2502.

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Reports on the topic "Roleplay"

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Garcia, David. Super Magic Sam: A Practical Study In Video Game Design & Rapid Prototyping By Providing Creative Explorations For Children Through Roleplay. Iowa State University, 2022. http://dx.doi.org/10.31274/cc-20240624-1360.

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