Academic literature on the topic 'Table top role-playing games'

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Journal articles on the topic "Table top role-playing games"

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Shay, Heather. "Virtual Edgework." Journal of Contemporary Ethnography 46, no. 2 (2016): 203–29. http://dx.doi.org/10.1177/0891241615603448.

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This article examines how table-top role-playing fantasy gamers engage in edgework. Edgework, as defined by Stephen Lyng, occurs when people voluntarily tread boundaries to gain emotional rewards. Based on nineteen months of participant-observation in a gaming group, twenty in-depth interviews, and archival data from e-mail lists and websites, I show how gamers gained many of the benefits that traditional edgeworkers, like extreme sports participants, obtain without the physical danger. Participants tread the boundaries of sanity/insanity and order/disorder, prepared for their edgework, and su
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Hannus, Sinikka, Timo Kauppila, and Kaisa Launonen. "Type and Duration of Home Activities of Children with Specific Language Impairment: Case Control Study Based on Parents’ Reports." Child Development Research 2016 (October 25, 2016): 1–9. http://dx.doi.org/10.1155/2016/1709314.

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Parents of children with specific language impairment (SLI) are advised to promote language development at home. However, it is not known if children with SLI differ from healthy controls in their daily activities. This study collected prospectively information about the home activities of the children with SLI and their matched controls by using parents’ daily reports. Participants were 20 matched pairs. The ages of children in matched pairs were from 6 to 8 years. During one week, parents filled in daily questionnaires of listed home activities. The observed time was between 5 pm and 9.30 pm
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BOSTAN, Barboros, and Tim MARSH. "Fundamentals Of Interactive Storytelling." Summer 3, no. 8 (2012): 19–42. http://dx.doi.org/10.5824/1309-1581.2012.3.002.x.

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The focus of interactive storytelling should not only be on the attributes of the technology or characteristics of the medium, such as the AI techniques, planning formalisms, story representations, etc. but also on the computer-mediated communication processes, such as the relatedness of transmitted messages with previous exchanges of information, the number of attributes to be manipulated by the player, or the level of player control on the messages. It is argued that an approach to maximize player enjoyment in a computer game is to customize/personalize the gaming experience and the associat
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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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Martinon, Jean-Paul. "The birth of language or the necessity of rule." Bulletin of the School of Oriental and African Studies 81, no. 3 (2018): 413–24. http://dx.doi.org/10.1017/s0041977x1800099x.

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AbstractAs is well known, the biblical sixth commandment, “Thou shall not kill”, is intimately linked to the First Commandment, “I am the Lord”. By linking the two at the top of Moses's two-column table, language is given priority: the name of God can be uttered only when the possibility of death has been set aside. In this way, the linking of these two commandments marks not only the birth of language, but also, more importantly, the start of ethics. As such, commandments one and six form the basis of practically all Western ethics from Kant's categorical imperative (the unconditional maxim n
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Kamm, Björn-Ole. "A Short History of Table-Talk and Live-Action Role-Playing in Japan: Replays and the Horror Genre as Drivers of Popularity." Simulation & Gaming 50, no. 5 (2019): 621–44. http://dx.doi.org/10.1177/1046878119879738.

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Background. The history of larp, live-action role-play, in Japan may be rather short but documents exponential growth in the entertainment sector as well as in educational gaming. Following trends of related forms of analog role-playing games, the horror genre functions as a motor of increasing popularity. Aim. This article explores the development of non-digital role-playing games in the Japanese context in light of the online video platform niconico popularizing horror role-playing and practical considerations of adopting the genre to live-action play. Method. Cyberethnographic fieldwork inc
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Lee, Seunh Hoon, and Doo Heon Song. "Functional usability analysis of top Korean mobile role playing games based on user interface design." Indonesian Journal of Electrical Engineering and Computer Science 13, no. 1 (2019): 123. http://dx.doi.org/10.11591/ijeecs.v13.i1.pp123-128.

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<p>Mobile Tole Playing Games (RPGs) are now very popular in gaming market. Still, we have great constraint in hardware provided such as screen size and interaction speed. Adopting techniques such as auto play enables the game designers to weaken the burdens of porting RPG scales to mobile platform. However, the interface design in mobile platform becomes quite different from PC based platform. In this paper, we investigate how user interface functionalities are provided for popular mobile RPGs based on google play downloaded between the year of 2014 and 2016. We analyze the commonalities
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Munivrana, Goran, Lidija Zekan Petrinović, and Miran Kondrič. "Structural Analysis of Technical-Tactical Elements in Table Tennis and their Role in Different Playing Zones." Journal of Human Kinetics 47, no. 1 (2015): 197–214. http://dx.doi.org/10.1515/hukin-2015-0076.

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Abstract For the purpose of determining the overall structure of technical-tactical elements in table tennis and evaluating their role in different playing zones around the table, a new measuring instrument (a questionnaire) was formulated that took advantage of the expert knowledge of top, world class table tennis coaches. The results of the hierarchical taxonomic (cluster) analysis showed that the overall structure of the technical-tactical elements forming the table tennis technique could be divided into three basic groups; a group of technical-tactical elements (A) used in the phase of pre
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Willard, Mary Beth. "Sign." Teaching Philosophy 41, no. 3 (2018): 303–13. http://dx.doi.org/10.5840/teachphil201882993.

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I present a case study of the use of a table-top role-playing game in a mid-level course that presupposes no previous familiarity with philosophy. The course covered philosophical analyses of propaganda and language, and the pedagogical purpose of the game was to help students grasp the basics of philosophical and linguistic theories of assertion quickly. The game, Sign, directs players to create a signed language collaboratively, and thus forces them to pay attention to the subtle ways in which communication occurs.
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Koenigstein, Stefan, Lisa-Henrike Hentschel, Lena Christin Heel, and Catherine Drinkorn. "A game-based education approach for sustainable ocean development." ICES Journal of Marine Science 77, no. 5 (2020): 1629–38. http://dx.doi.org/10.1093/icesjms/fsaa035.

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Abstract The goods and services of the ocean are increasingly threatened by anthropogenic pressures and climate change. Novel approaches for an integrated education for sustainable ocean development are needed, to teach an understanding of ocean systems and their sustainable governance to future generations of users and consumers. We developed a table-top, role-playing game for marine sustainability education at the high school level and above. Ocean Limited lets players negotiate their uses and interactions as ocean stakeholders, providing a comprehensive social–ecological integration of glob
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Dissertations / Theses on the topic "Table top role-playing games"

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Öhman, Sebastian. "Game mechanics, Role play, and Narrative - Critically learning values through games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20585.

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In 2018, the Swedish Parliament decided to make the UN Convention on the Rights of the Child acivil law, which will be implemented in the year 2020. The consequences of the decision are notunproblematic. The public debate, as well as research, shows that parents have a problem seeing howtheir style of parenting could correlate with the Convention’s legal text. The parents expresshopelessness towards the notion of child upbringing.This thesis is an exploratory pilot study aiming to prepare and generate new knowledge for a projectcommissioned by Save the Children with the goal to develop a game
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Gutierrez, Raul. "Therapy & Dragons: A look into the Possible Applications of Table Top Role Playing Games in Therapy with Adolescents." CSUSB ScholarWorks, 2017. https://scholarworks.lib.csusb.edu/etd/527.

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Finding the correct therapeutic intervention for a client can be difficult to determine, especially for certain populations like adolescents. The implementation of Table Top Role Playing Games (TRPGs) in therapy is slowly becoming a more widely utilized therapy intervention because of its ability to engage clients who may be apprehensive to engaging in therapy. Having a wide array of interventions in our therapeutic toolbelt is crucial for mental health social workers to flexibly implement interventions, like TRPGs, with clients. Unfortunately, there is little research determining whether this
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Kuusniemi, T. (Tanja). "Dungeons & discourses:a nexus analytic case study of negotiating competence and identity in table-top role-playing games." Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201805312343.

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The aim of this thesis is to offer a small contribution to the developing field of studying table-top role-playing games as a social activity by examining the practices in which players engage in order to display and develop their competence and identity as “role-playing gamers” in a particular social setting. The theoretical and analytical framework of nexus analysis (e.g. Scollon & Scollon, 2004; Jones & Norris, 2005) was chosen for its ability to engage complex social activities through the mapping of the historical trajectories of the participants’ accumulations of personal experie
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Cloete, Stephen. "Gaming between places and identities: an investigation of table-top role-playing games as liminoid phenomena." Thesis, 2010. http://hdl.handle.net/10539/8886.

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Abstract This work explores the links between table-top role-playing games and the cultural anthropologist Victor Turner’s theory of liminoid phenomena, as described in his seminal essay Liminal to Liminoid, in Play, Flow, and Ritual: an Essay in Comparative Symbology. It explores the possibility of using Turner’s theory to better understand these games and their context within the broader cultural paradigm. It is argued that the complexity of these (and other) games, in particular the intricacy of interactions and behaviours that arise when players interpret potentially subversive writt
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Breen, Lorna. "Making believe, together: a pilot study of the feasibility and potential therapeutic utility of a family tabletop role-playing game." Thesis, 2021. http://hdl.handle.net/1828/13358.

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Interventions for children and their families have traditionally stemmed from two interrelated frameworks: play-based child therapies, and family therapies (Gil, 2015). Integrated family play therapy frameworks aim to capitalize on the strengths of both approaches by combining meaningful engagement of children through play, and systems-level insights into patterns of family functioning and interaction (Gil, 2015). A virtually unexplored avenue for play-based therapeutic applications of role-play that may lend themselves to an integrated family play therapy framework are tabletop role-playing g
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Godin, Danny. "Design persuasif de jeu de rôle de table : introduction et validation d'une approche argumentative au design de jeu." Thèse, 2018. http://hdl.handle.net/1866/22426.

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Books on the topic "Table top role-playing games"

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Hackett, Martin. Fantasy gaming: A guide to fantasy role play and table-top battles. Sutton, 2007.

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Tilden, Gail. Top Secret Passwords: Nintendo Player's Guide. Nintendo of America Inc., 1992.

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Tom, Badgett, ed. Ultimate unauthorized Nintendo game strategies: Winning Strategies for 100 Top Games. Bantam Books, 1989.

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Super NES Games Secrets, Volume 3. Prima Publishing, 1992.

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Deuze, Mark, and Mirjam Prenger, eds. Making Media. Amsterdam University Press, 2019. http://dx.doi.org/10.5117/9789462988118.

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Making Media uncovers what it means and what it takes to make media, focusing on the lived experience of media professionals within the global media, including rich case studies of the main media industries and professions: television, journalism, social media entertainment, advertising and public relations, digital games, and music. This carefully edited volume features 35 authoritative essays by 53 researchers from 14 countries across 6 continents, all of whom are at the cutting edge of media production studies. The book is particularly designed for use in coursework on media production, med
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Nick, Roberts. Super NES Games: Unauthorized Power Tips Book. Prima Publishing, 1993.

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Tom, Badgett, ed. Official Sega Genesis and Game Gear strategies, 2ND Edition. Bantam Books, 1991.

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Sandler, Corey. Official Sega Genesis and Game Gear strategies, 3RD Edition. Bantam Books, 1992.

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DeMaria, Rusel, and Zach Meston. Sega Genesis Secrets, Volume 3. Prima Publishing, 1992.

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Prima. Official Sega Genesis: Power Tips Book. Prima Publishing, 1992.

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Book chapters on the topic "Table top role-playing games"

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Johnson, Greg. "A Brief History of Table-Top Role-Playing Games." In Developing Creative Content for Games. A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9781315152554-3.

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Buruk, Oğuz Turan, and Oğuzhan Özcan. "User Oriented Design Speculation and Implications for an Arm-Worn Wearable Device for Table-Top Role-Playing Games." In Lecture Notes in Computer Science. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58637-3_50.

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van Velsen, Martin. "The Persuasive Language of Action." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch093.

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Besides the visual splendor pervasive in the current generation of digital video games, especially those where players roam simulated landscapes and imaginary worlds, few efforts have looked at the resources available to embed human meaning into a game's experience. From the art of persuasion to the mechanics of meaning-making in digital video games and table-top role playing games, this chapter investigates the changes and new opportunities available that can extend our understanding of digital rhetoric. Starting with a breakdown of the role of choice, workable models from psychology and the untapped body of knowledge from table-top role playing games are shown to allow game designers to enrich their products with a deeper human experience.
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"At the Top of Their Games." In The Digital Role-Playing Game and Technical Communication. Bloomsbury Academic, 2021. http://dx.doi.org/10.5040/9781501352577.ch-004.

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"Table of Contents." In Games and Game Playing in European Art and Literature, 16th-17th Centuries. Amsterdam University Press, 2019. http://dx.doi.org/10.1515/9789048544844-toc.

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Çat, Arzu Kalafat. "Digital Games and Violence." In Handbook of Research on Children's Consumption of Digital Media. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-5733-3.ch018.

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Play plays an important role in the child's emotional, cognitive, and physical development. Children play a role in social relations with social behavior, coming from the top of social conflict, social maturation, and self-esteem. The experiences gained while playing games give the child the ability to find solutions to the problems they face in the social environment. The game, which is the main object of amusement, has moved from the social environment to the virtual atmosphere as a result of technological developments. The main theme of this research is violent games, which are often played by children in elementary school age. Many have come up with the fact that violent visual and textual codes are being used. In this context, in regional surveys conducted in Bolu province, digital games played mostly by 8- to 12-year-old children were determined by face-to-face interview with children. Violent elements in these digital games have been discussed within the framework of relevant theoretical approaches through three games that children play most.
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Conference papers on the topic "Table top role-playing games"

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Buruk, Oğuz Turan, Ismet Melih Özbeyli, and Oğuzhan Özcan. "Augmented Table-Top Role-Playing Game with Movement-Based Gameplay and Arm-Worn Devices." In DIS '17: Designing Interactive Systems Conference 2017. ACM, 2017. http://dx.doi.org/10.1145/3064857.3079176.

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Duan, Yinglin, Tianyang Shi, Zhipeng Hu, et al. "Automatic Translation of Music-to-Dance for In-Game Characters." In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/323.

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Music-to-dance translation is an emerging and powerful feature in recent role-playing games. Previous works of this topic consider music-to-dance as a supervised motion generation problem based on time-series data. However, these methods require a large amount of training data pairs and may suffer from the degradation of movements. This paper provides a new solution to this task where we re-formulate the translation as a piece-wise dance phrase retrieval problem based on the choreography theory. With such a design, players are allowed to optionally edit the dance movements on top of our genera
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Oury, Laurence, Zeynab Umidova, Miche`le Auglaire, and Antonio Cipollaro. "Validation of Severe Accident Management Guidance in Belgium." In 17th International Conference on Nuclear Engineering. ASMEDC, 2009. http://dx.doi.org/10.1115/icone17-75472.

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The Belgian Safety Authorities requested to address the severe accident issue within the periodic safety review of the Nuclear Power Plants (NPPs). The key elements of the approach applied in Belgium include the implementation and the validation of the Severe Accident Management Guidance (SAMG). The present paper focuses on the validation of the SAMG that has taken place during the last four years. The validation process aims at verifying the ability of the Technical Support Center (TSC) to manage severe accidents thanks to the implemented Severe Accident Management Guidance. The validation wa
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Reports on the topic "Table top role-playing games"

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Yatsymirska, Mariya. SOCIAL EXPRESSION IN MULTIMEDIA TEXTS. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.49.11072.

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The article investigates functional techniques of extralinguistic expression in multimedia texts; the effectiveness of figurative expressions as a reaction to modern events in Ukraine and their influence on the formation of public opinion is shown. Publications of journalists, broadcasts of media resonators, experts, public figures, politicians, readers are analyzed. The language of the media plays a key role in shaping the worldview of the young political elite in the first place. The essence of each statement is a focused thought that reacts to events in the world or in one’s own country. Th
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