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Dissertations / Theses on the topic 'Roleplay'

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1

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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2

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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8

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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9

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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10

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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11

Lundell, Erika. "Förkroppsligad fiktion och fiktionaliserade kroppar : Levande rollspel i Östersjöregionen." Doctoral thesis, Stockholms universitet, Institutionen för etnologi, religionshistoria och genusvetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-103211.

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This dissertation concerns live action role-playing (larp). Larp may be described as improvised theater without an audience, as participants simultaneously embody both audience and actor in their constant interaction with one another.  Hence, larp can be seen as a participatory culture.  The study is based on participant observation, interviews and online ethnography in Denmark, Latvia, Sweden and Norway. The aim of the thesis is to analyze how bodies materialize, take and are given space in larps. At the heart of the study lie questions on how processes of embodiment are enacted before, durin
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Xu, Yiru. "La compétence d’interaction dans l’évaluation de l’oral en français langue étrangère : description et enjeux didactiques." Thesis, Lyon, 2016. http://www.theses.fr/2016LYSE2114.

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Cette étude a pour objectif de définir la compétence d’interaction qui constitue l’objet principal de l’évaluation de l’oral en didactique des langues étrangères. Nous considérons qu’elle consiste en la capacité d’interagir avec l’interlocuteur pour mettre en œuvre des ressources multiples dans l’objectif de gérer collectivement une activité de discours adaptée à l’action dans une situation donnée. A travers une démarche empirique, analytique et compréhensive, nous décrivons la manière dont la compétence d’interaction se manifeste en situation d’évaluation. Elle se présente sous la forme de qu
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13

Kvarnström, Charlotte. "Lärande genom interaktiva praktiker i en virtuell verklighet : Livet som en virtuell karaktär - lärande och meningsskapande." Thesis, Konstfack, IBIS - Institutionen för bild- och slöjdpedagogik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-7418.

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Världen omkring oss förändras snabbt varje dag på grund av olika saker som sker runt om oss. I skrivande stund härjar Coronaviruset i en utbredd pandemi, och vi har alla på vårt eget sätt fått lov att anpassa oss för att leva ett liv med större social distans, vilket för många innebär studier och arbete via digitala plattformar från hemmet, snarare än arbete i skolsalar och kontor. Med dessa förändringar som gör att vi tillbringar mer och mer tid i virtuella rum behövs en djupare förståelse för de virtuella rummen och det lärande som tar plats där.  Syftet med studien har varit att synliggöra
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14

Shy, Brigette M. "Student Perceptions of Therapist Credibility Based on Attention to Religious and Spiritual Functioning at Intake." University of Akron / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=akron1341596870.

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15

Sterby, Pia. "Fotombyte i teckenspråkstolkning : Erfarna tolkars koordineringsarbete på diskursnivå." Thesis, Stockholms universitet, Tolk- och översättarinstitutet, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-160874.

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Tolkens uppgift är att överföra budskapet från ett språk till ett annat på ett ekvivalent sätt. För att göra det måste tolken koordinera samtalet. Tolkens koordineringsarbete och tolkens förmåga att navigera mellan de olika modaliteterna där talad svenska och teckenspråk förekommer är avgörande för en funktionell tolkning. Den här uppsatsen har fokuserat på sekvenser där tolken i sitt koordineringsarbete ägnar sig åt att förflytta sig mellan olika samtalsramar. Detta kallas för change of footing (sv. tolkens fotombyte). I det filminspelade materialet har fyra kategorier av change of footing på
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16

Xu, Yiru. "La compétence d’interaction dans l’évaluation de l’oral en français langue étrangère : description et enjeux didactiques." Electronic Thesis or Diss., Lyon, 2016. http://www.theses.fr/2016LYSE2114.

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Cette étude a pour objectif de définir la compétence d’interaction qui constitue l’objet principal de l’évaluation de l’oral en didactique des langues étrangères. Nous considérons qu’elle consiste en la capacité d’interagir avec l’interlocuteur pour mettre en œuvre des ressources multiples dans l’objectif de gérer collectivement une activité de discours adaptée à l’action dans une situation donnée. A travers une démarche empirique, analytique et compréhensive, nous décrivons la manière dont la compétence d’interaction se manifeste en situation d’évaluation. Elle se présente sous la forme de qu
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17

Nunes, Rafael Aleixo. "Roleplay: um recurso fiável e necessário no ensino da língua estrangeira." Master's thesis, 2016. http://hdl.handle.net/10362/20273.

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O presente relatório inscreve-se no âmbito da realização do estágio profissional do Mestrado em Ensino de Inglês e Espanhol no 3º Ciclo do Ensino Básico e no Ensino Secundário. O seu propósito é, numa primeira fase, definir o conceito de roleplay, e realçar, justificando, a pertinência da sua utilização no contexto atual do ensino de línguas estrangeiras. Posteriormente, na segunda, terceira e quarta parte, o objetivo será registar, enquadrar e refletir sobre a aplicação prática desta ferramenta didática durante o trabalho realizado na prática de ensino supervisionada e que teve como objetivo
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18

Chao, Min-Tung, and 趙敏彤. "Exploring Fans’ Roleplay and Projective Identity on the Social Media Platform: A Case Study of Plurk Roleplayers." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/gg3jsk.

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碩士<br>國立交通大學<br>傳播研究所<br>104<br>Plurk roleplay is a kind of role playing activity on the social media platform. Most of the Plurk roleplayers are fans, who engage the text-based role playing independently or with other roleplay group members. Due to the interacting nature and the absence of nonverbal cues, social media platform has changed the relationships between fans and characters, and between fans and community. In other words, Plurk has transformed fans’ play from physical to virtual, and from monologue to collaboration. In this thesis, a revised projected interactivity model proposed b
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19

Afonso, Adriana de Almeida Rodrigues. "Comunidades de roleplay freeform online, admiração pelo fenómeno Hallyu e o seu impacto na vida dos utilizadores." Master's thesis, 2020. http://hdl.handle.net/10071/21045.

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Num cenário global onde os meios de comunicação passaram a pertencer ao quotidiano dos indivíduos, levando assim a diminuir as barreiras culturais e a aproximar as fronteiras, o consumo de conteúdo de outros países tornou-se superior e, em consequência, cresceram novos tipos de entretenimento como é o caso da Hallyu Wave que tem a coleção de "media" como "kpop" e "kdramas". O consumo da cultura popular Sul Coreana e a sua comunidade de fãs tem sido assim cada vez mais estudada. Os fãs tornaram-se cada vez mais e com as redes sociais foi possível verificar o crescimento do "fandom". A produção
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Simpson, JC. "Pop Tasmanian gothic : a studio-based exploration of place characterised by the Tasmanian gothic and the tourist experience." Thesis, 2022. https://eprints.utas.edu.au/47426/1/Simpson_whole_thesis.pdf.

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My practice-led research project investigates how artistic practice brings new understanding to, and provides critical perspectives on, the relationship the tourist has to the places they visit. For exploration purposes, I used the lens of a fantasy Tasmanian holiday, played out in elaborate sets from my Melbourne studio. In this scenario, I used a fictional character, ‘the tourist’, to reveal my ambivalent connection with Tasmania. I inserted this character into pastiched versions of Tasmanian Gothic tropes and more recent tourism marketing tropes, known as Pop Goth. My key research questio
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Rondeau, Élie. "Une Fantasy roubaldienne, ou, Nouvelle exploration ludique des potentialités littéraires : essai ; suivi de La Quête du Vortex (création littéraire)." Thèse, 2014. http://hdl.handle.net/1866/11488.

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Le Jeu, un phénomène difficile à définir, se manifeste en littérature de différentes manières. Le présent travail en considère deux : l’écriture à contrainte, telle que la pratique l’Oulipo, et l’écriture de l’imaginaire, en particulier les romans de Fantasy française. La première partie de cette étude présente donc, sous forme d’essai, les origines et les visées des deux groupes d’écrivains, mettant en lumière les similitudes pouvant être établies entre eux malgré leurs apparentes différences. Tandis que l’Oulipo cherche des contraintes capables de générer un nombre infini de text
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Charles, Clara. "Le rôleplay dans les communautés underground en France." Thèse, 2012. http://hdl.handle.net/1866/10016.

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Dans les milieux dits alternatifs ou undergrounden France, affiliés aux formes postmodernes de cultures fan geek et otaku, une pratique a émergé ces dernières années: le rôleplay. Ni tout à fait jeu de rôle, ni tout à fait théâtre, cette modalité d’échange basée sur une mise en scène de soi se pratique en groupe dans des espaces consacrés. Le présent travail est le résultat d’une ethnographie au sein de ces milieux. Il cherche à la fois à rendre compte de cette pratique et à analyser les enjeux qui lui sont liés. C’est une réflexion polyphonique qui lie les questionnements de l’identité, tant
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HAVELKOVÁ, Lenka. "Výchovná a vzdělávací péče o nadané děti a specifika výuky cizích jazyků nadaných dětí." Master's thesis, 2009. http://www.nusl.cz/ntk/nusl-52565.

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This thesis concentrates on contexts and view-points, that should determinate the character of activities designed for gifted children in foreign languages classes. This work proposes some methods and ways that are convenient for gifted learners. It deals also with the characteristics of the teacher, who is able to conduct the gifted and the characteristics of the gifted in order to devise such activities that satisfy their special cognitive, emotional and social needs.
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Jozífková, Eva. "Hierarchie a chování člověka. BDSM jako alternativní sexuální chování." Doctoral thesis, 2016. http://www.nusl.cz/ntk/nusl-353552.

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Preferences for sexual arousal by overstated dominance and submission in sex is categorized as F65.5, sadomasochism, according to ICD, but this behaviour is called BDSM among the general public. The ground of these preferences could be ultimately biological. These preferences reflect behavioural strategy which enables to gain higher reproductive success. Men and women who were sexually aroused by a submissive partner had more male relatives than men and women with other preferences. Contrary to the women, the dominant men reported themselves as more attractive. Women who were aroused by a high
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