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

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1

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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Wang, Haolan, Zeliang Zhang, Mohd Nor Akmal Khalid, Hiroyuki Iida, and Keqiu Li. "MMORPG Evolution Analysis from Explorer and Achiever Perspectives: A Case Study Using the Final Fantasy Series." Information 12, no. 6 (2021): 229. http://dx.doi.org/10.3390/info12060229.

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Due to the advent of the Internet, massively multiplayer online role-playing games (MMORPGs) have been enjoyed worldwide by many players simultaneously, and game publishers’ revenues have reached billions of dollars from subscriptions alone. Frequent updates (e.g., versioning) and new contents (e.g., quest system) are the typical strategies adopted by developers to keep MMORPG experiences fresh and attractive. What makes such strategies attractive and retains the interest of players in MMORPGs? This study focuses on one aspect of a popular MMORPG: the player’s experience of the quest systems o
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Balassiano, Victor, and Steve Bullough. "Measures of academy productivity in English championship clubs." Team Performance Management: An International Journal 27, no. 3/4 (2021): 332–50. http://dx.doi.org/10.1108/tpm-09-2020-0083.

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Purpose This study quantifies academy productivity within English football clubs that have competed in the second tier (Championship) between 2017 and 2020. Previous research has outlined that clubs situated underneath the top leagues have an important role in the development of elite professional players. This study aims to examine that level of the pathway further in England. Design/methodology/approach The utilisation of academy players was conducted with data from 33 eligible clubs, from 2017/2018 to 2019/2020. Two measures of productivity are defined for comparison: “Utilisation” (the tot
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Fu, Michael C. "Simulation-Based Algorithms for Markov Decision Processes: Monte Carlo Tree Search from AlphaGo to AlphaZero." Asia-Pacific Journal of Operational Research 36, no. 06 (2019): 1940009. http://dx.doi.org/10.1142/s0217595919400098.

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AlphaGo and its successors AlphaGo Zero and AlphaZero made international headlines with their incredible successes in game playing, which have been touted as further evidence of the immense potential of artificial intelligence, and in particular, machine learning. AlphaGo defeated the reigning human world champion Go player Lee Sedol 4 games to 1, in March 2016 in Seoul, Korea, an achievement that surpassed previous computer game-playing program milestones by IBM’s Deep Blue in chess and by IBM’s Watson in the U.S. TV game show Jeopardy. AlphaGo then followed this up by defeating the world’s n
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Ghandi, Yazdan, Nooshin Sajadei, Seyed Mojtaba Hashemi, and Javad Farahani. "Comparing Family-related Factors, Nutritional-behavioral Habits, and Lifestyle Between Obese and Non-obese Children." Journal of Arak University Medical Sciences 24, no. 2 (2021): 278–91. http://dx.doi.org/10.32598/jams.24.2.6229.1.

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Background and Aim: Considering the importance of childhood obesity and easier correction of related factors in this age group, the present study aimed to investigate the role of some factors related to family, nutrition, and lifestyle on childhood obesity. Methods & Materials: This age-matched case-control study was performed on 150 obese and 150 healthy children, aged 2-15 years referring to Amir-Kabir Hospital in Arak City, Iran. Obesity was calculated based on Body Mass Index (BMI). Required information, including family factors, nutritional factors, and lifestyle characteristics were
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Al-Muwallad, Ziad Abdulrahman. "English as a Foreign Language (EFL) Learners’ Perceptions on the Effectiveness of the Internet to Enhance their Learning." International Journal of Education and Literacy Studies 8, no. 3 (2020): 25. http://dx.doi.org/10.7575/aiac.ijels.v.8n.3p.25.

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This study attempted to investigate the vital role of the internet in enhancing the learning of reading. In addition, the study aimed to measure the students’ attitudes towards the internet and to identify to what extent the internet was employed in their reading classes. Moreover, the study aimed to explore the challenges that they encountered while using the internet in their learning of reading. In order to achieve these goals, the researcher used the descriptive analytical approach and used the questionnaire as the main data collection tool. The study sample comprised 50 Saudi EFL male stu
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Khairulin, Oleg. "The range of developmental potential of the game as a subject program." Psihologìâ ì suspìlʹstvo 1, no. 83 (2021): 82–116. http://dx.doi.org/10.35774/pis2021.01.082.

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The modern terms of existential development of man and society are characterized by a brindle and dynamics of variations for possibilities and risks, influences and situations, in what take place social co-operating of person with her vital environment. Such influences and situations contain powerful potentials of personality development, but does not promise his lightness, safety, simplicity and unambiguity. Such terms are investigation of features of psycho-cultural development in the period of postmodern which begins more to answer game modus. On this basis a social subject almost always ap
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Adharina, Nabilla Dina, and Puri Seruni. "BAGAIMANA INOVASI GAGAL: PEMBELAJARAN DARI KLASTER INDUSTRI SARUNG MAJALAYA." Indonesian Journal of Spatial Planning 1, no. 2 (2021): 29. http://dx.doi.org/10.26623/ijsp.v1i2.2972.

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<div><table cellspacing="0" cellpadding="0"><tbody><tr><td align="left" valign="top"><p class="Abstract"><em><span lang="EN-US">Pentingnya peran inovasi dalam mendorong pertumbuhan ekonomi menekankan kebutuhan lokal dan wilayah untuk menciptakan lingkungan yang nyaman bagi perkembangan inovasi. Klaster industri, melalui kedekatan spasialnya menjanikan lingkungan yang dapat memelihara perkembangan inovasi. Namun, menggunakan kasus klaster industri Sarung Majalaya, dengan pendekatan deduktif dan metode kualitatif, penelitian ini mendapatkan bahwa k
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Mashuri, Hendra. "THE EFFECTIVENESS OF BASKETBALL SHOOTING TRAINING MODEL ON IMPROVING SHOOTING CAPABILITIES OF BASKETBALL PLAYERS IN PASURUAN REGENCY." JIPES - JOURNAL OF INDONESIAN PHYSICAL EDUCATION AND SPORT 3, no. 1 (2017): 71. http://dx.doi.org/10.21009/jipes.031.09.

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AbstractShooting in a basketball game plays an important role in achieving the goal of the basketball game. Given that the basketball game tip is to insert the ball into the opponent's basket, therefore a good shooting technique is owned by every bolabasket player. Efforts to improve basketball shooting skills by using a basketball shooting practice model through a combination approach. The model combines shooting and physical engineering components supporting shooting techniques and using dill and games methods. The purpose of this research is to test the effectiveness of basket ball shooting
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Becker, Henry Jay. "Findings from the Teaching, Learning, and Computing Survey." education policy analysis archives 8 (November 15, 2000): 51. http://dx.doi.org/10.14507/epaa.v8n51.2000.

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Cuban (1986; 2000) has argued that computers are largely incompatible with the requirements of teaching, and that, for the most part, teachers will continue to reject their use as instruments of student work during class. Using data from a nationally representative survey of 4th through 12th grade teachers, this paper demonstrates that although Cuban correctly characterizes frequent use of computers in academic subject classes as a teaching practice of a small and distinct minority, certain conditions make a big difference in the likelihood of a teacher having her students use computers freque
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Костоварова, Валентина, and Valentina Kostovarova. "Project method as an innovative technology for teaching a professional foreign language in the non-linguistic university." Services in Russia and abroad 8, no. 7 (2014): 0. http://dx.doi.org/10.12737/7482.

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 The article is devoted to the value and role of project method in teaching a foreign language in non-language higher educational institutions specializing in tourism and services. Particular attention is paid to the fact that the method of educational projects with a professional orientation is necessitated by the new social order - to turn a foreign language from a passive object into an active action. It’s also noteworthy that foreign language becomes necessary for professional growth and is an indispensable condition for Russia´s participation in the Bologna process, so at t
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Oczkowicz, Maria, Małgorzata Świątkiewicz, Tomasz Szmatoła, et al. "140 ASAS-EAAP Exchange Speaker Talk: Effects of different sources of fat in the diet of pigs on the liver transcriptome estimated by 3`RNA-sequencing." Journal of Animal Science 97, Supplement_3 (2019): 134. http://dx.doi.org/10.1093/jas/skz258.273.

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Abstract The effect of different fats [rapeseed oil (group I n = 6), beef tallow (group II n = 6), coconut oil (group III n = 5)] in the diet of pigs on the liver transcriptomic profile was analyzed using the 3`quant mRNA-sequencing method (Lexogen, Vienna, Austria). In this method the quantification of gene expression is based only on the 3 ‘UTR fragment of genes in contrast to traditional RNA-seq in which the analysis is based on the entire length of the transcripts. Thus, this method is much cheaper and some sources claim that it is also more sensitive. Using this method, we detected approx
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Fabella, Raul V. "The Drug Menace as Contributor to the Duterte Electoral Victory." Philippine Political Science Journal 41, no. 1-2 (2020): 32–47. http://dx.doi.org/10.1163/2165025x-12340023.

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Abstract We construct the drug menace as a standard 2×2 collective action problem with two self-interested households A and B, each facing a strategy set (C, D) = (Cooperate, Don’t Cooperate). If the households cooperate, that is attain (C, C), they stop the drug menace; if not, which is the usual outcome of these games under laissez faire, non-cooperation rules instanced by the Nash equilibrium (D, D) and the drug menace overruns the community. We introduce a game transformation via a third party-intervention-by-statute (TPIS) mechanism: a third party promulgates and enforces a statute S whic
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Spencer, Andrew, Tiffany Khong, and Maoshan Chenn. "MCL-1 Inhibitor-Induced Killing of Multiple Myeloma Is Modulated By the Relative Level of Expression of Pro-Survival Members of the BCL-2 Family and the Proto-Oncogene MYC." Blood 134, Supplement_1 (2019): 1825. http://dx.doi.org/10.1182/blood-2019-127843.

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Background: The anti-apoptotic protein Myeloid cell leukemia sequence 1 (MCL-1) is involved in the regulation of programmed cell death and is highly expressed in multiple myeloma (MM) playing an important role in promoting the survival of MM cells. Recent data suggests that the efficacy against MM of the selective BCL-2 inhibitor Venetoclax (V) may be correlated with the relative level of expression of the pro-survival members of the BCL-2 protein family. Against this background we have evaluated the activity of the MCL-1 inhibitor (MCL1i) S63845 (S) against human myeloma cell lines (HMCL) and
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Coe, Darrin. "Why People Play Table-Top Role-Playing Games: A Grounded Theory of Becoming as Motivation." Qualitative Report, November 3, 2017. http://dx.doi.org/10.46743/2160-3715/2017.3071.

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There is a paucity of research related to the motivation of people who play table-top role-playing games (TRPGs). Two questions drove this research: (1) What motivates people to play TRPGs and (2) Can a single supra-motivator be developed which envelopes a larger theory of why people participate in TRPGs? Grounded Theory methodology was used to investigate why people initiate and continue to participate in table-top role-playing games. Fourteen people who attended a 4-year college who played TRPGs and two people who did not play were interviewed regarding their participation in role-playing ga
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Abbott, Matthew S., Kimberly A. Stauss, and Allen F. Burnett. "Table-top role-playing games as a therapeutic intervention with adults to increase social connectedness." Social Work with Groups, June 21, 2021, 1–16. http://dx.doi.org/10.1080/01609513.2021.1932014.

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Berenbaum, Rakel, Chariklia Tziraki, Reem Baum, et al. "Focusing on Emotional and Social Intelligence Stimulation of People With Dementia by Playing a Serious Game—Proof of Concept Study." Frontiers in Computer Science 2 (December 23, 2020). http://dx.doi.org/10.3389/fcomp.2020.536880.

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Context: Dementia is one of the top five chronic diseases, which has an overwhelming impact on patients' life quality, family, and caregivers. Currently, research relating to people with dementia (PwD) focuses on the deterioration of cognitive abilities. A more innovative approach, and the one taken by this paper, is focusing on methods to maintain and improve functionality, communication and quality of life of PwD by building on remaining capacities in the yet unexplored domain of emotional and social intelligence (ESI). The use of serious games for PwD (SG4D) aimed at building social and emo
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Turner, Nigel E., Mark Howard, and Warren Spence. "Faro: A 19th-century gambling craze." Journal of Gambling Issues, no. 16 (April 1, 2006). http://dx.doi.org/10.4309/jgi.2006.16.15.

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We examine an extinct game of chance known as faro for clues that might help us understand modern gambling. By all accounts, faro has gone from being the most common game of chance and the most common casino gambling game in the United States during the 19th century to being almost nonexistent and nearly forgotten. It is so much forgotten, in fact, that films about the Old West usually show cowboys or miners playing poker. Only recently have images of faro made their way back into movies. We examine why the game was popular, as well as the role of cheats, who likely contributed to its demise.
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Huk, Darby. "Dungeons & Dragons & Drama." Inquiry@Queen's Undergraduate Research Conference Proceedings, April 15, 2020. http://dx.doi.org/10.24908/iqurcp.14048.

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Players sit around a table. A group of adventurers pause in their pursuit of escape. Stunned, they stare at the die that just rolled poorly, resulting in the loss of a dear friend, his throat ripped out because they could not save him. The players mourn the death of a fictional character who only ever existed within the game. Dungeons & Dragons (D&D) is a popular role-playing game illustrating the interconnectedness of drama, performance, and games. My presentation will examine this relationship, identifying factors from gameplay that suggest how performance fosters success in D&D
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Lupton, Deborah, and Gareth M. Thomas. "Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps." M/C Journal 18, no. 5 (2015). http://dx.doi.org/10.5204/mcj.1012.

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IntroductionLike other forms of embodiment, pregnancy has increasingly become subject to representation and interpretation via digital technologies. Pregnancy and the unborn entity were largely private, and few people beyond the pregnant women herself had access to the foetus growing within her (Duden). Now pregnant and foetal bodies have become open to public portrayal and display (Lupton The Social Worlds of the Unborn). A plethora of online materials – websites depicting the unborn entity from the moment of conception, amateur YouTube videos of births, social media postings of ultrasounds a
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Staender, Anna, and Edda Humprecht. "Types (Disinformation)." DOCA - Database of Variables for Content Analysis, March 26, 2021. http://dx.doi.org/10.34778/4e.

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Disinformation can appear in various forms. Firstly, different formats can be manipulated, such as texts, images, and videos. Secondly, the amount and degree of falseness can vary, from completely fabricated content to decontextualized information to satire that intentionally misleads recipients. Therefore, the forms and format of disinformation might vary and differ not only between the supposedly clear categories of “true” and “false”. Field of application/theoretical foundation: Studies on types of disinformation are conducted in various fields, e.g. political communication, journalism stud
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Foith, Michael. "Virtually Witness Augmentation Now: Video Games and the Future of Human Enhancement." M/C Journal 16, no. 6 (2013). http://dx.doi.org/10.5204/mcj.729.

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Introduction Ever-enduring advancements in science and technology promise to offer solutions to problems or simply to make life a bit easier. However, not every advancement has only positive effects, but can also have undesired, negative ramifications. This article will take a closer look at Deus Ex: Human Revolution (DXHR), a dystopian video game which promises to put players in the position of deciding whether the science of human enhancement is a way to try to play God, or whether it enables us “to become the Gods we’ve always been striving to be” (Eidos Montreal, “Deus Ex: Human Revolution
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Stauff, Markus. "Non-Fiction Transmedia: Seriality and Forensics in Media Sport." M/C Journal 21, no. 1 (2018). http://dx.doi.org/10.5204/mcj.1372.

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At last year’s Tour de France—the three-week cycling race—the winner of one stage was disqualified for allegedly obstructing a competitor. In newspapers and on social media, cycling fans immediately started a heated debate about the decision and about the actual course of events. They uploaded photographs and videos, which they had often edited and augmented with graphics to support their interpretation of the situation or to direct attention to some neglected detail (Simpson; "Tour de France").Due to their competitive character and their audience’s partisanship, modern media sports continuous
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Gerhard, David. "Three Degrees of “G”s: How an Airbag Deployment Sensor Transformed Video Games, Exercise, and Dance." M/C Journal 16, no. 6 (2013). http://dx.doi.org/10.5204/mcj.742.

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Introduction The accelerometer seems, at first, both advanced and dated, both too complex and not complex enough. It sits in our video game controllers and our smartphones allowing us to move beyond mere button presses into immersive experiences where the motion of the hand is directly translated into the motion on the screen, where our flesh is transformed into the flesh of a superhero. Or at least that was the promise in 2005. Since then, motion control has moved from a promised revitalization of the video game industry to a not-quite-good-enough gimmick that all games use but none use well.
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Humphry, Justine, and César Albarrán Torres. "A Tap on the Shoulder: The Disciplinary Techniques and Logics of Anti-Pokie Apps." M/C Journal 18, no. 2 (2015). http://dx.doi.org/10.5204/mcj.962.

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In this paper we explore the rise of anti-gambling apps in the context of the massive expansion of gambling in new spheres of life (online and offline) and an acceleration in strategies of anticipatory and individualised management of harm caused by gambling. These apps, and the techniques and forms of labour they demand, are examples of and a mechanism through which a mode of governance premised on ‘self-care’ and ‘self-control’ is articulated and put into practice. To support this argument, we explore two government initiatives in the Australian context. Quit Pokies, a mobile app project bet
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Gregson, Kimberly. "Bad Avatar!" M/C Journal 10, no. 5 (2007). http://dx.doi.org/10.5204/mcj.2708.

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 While exploring the virtual world Second Life one day, I received a group message across the in-world communication system – “there’s a griefer on the beach. Stay away from the beach till we catch him.” There was no need to explain; everyone receiving the message knew what a griefer was and had a general idea of the kinds of things that could be happening. We’d all seen griefers at work before – someone monopolising the chat channel so no one else can communicate, people being “caged” at random, or even weapons fire causing so much “overhead” that all activity in the area
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Oakley, Kate, and Jinna Tay. "Street." M/C Journal 9, no. 3 (2006). http://dx.doi.org/10.5204/mcj.2624.

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 This issue of M/C Journal called for a wide multidisciplinary exploration around the notion of ‘street’. The papers we received offered this diversity and range from discussions of everyday activities to seeing the street as a site for events, conflicts and the possibility of new learning. They explored a range of social meanings and cultural ramifications engaged in/on/off and around the notion of street. 
 
 Street in its most conventional sense represents the link between physical places, but more than that, spaces where cultural negotiations are made. They ar
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Servais, Olivier, and Sarah Sepulchre. "Towards an Ordinary Transmedia Use: A French Speaker’s Transmedia Use of Worlds in Game of Thrones MMORPG and Series." M/C Journal 21, no. 1 (2018). http://dx.doi.org/10.5204/mcj.1367.

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Game of Thrones (GoT) has become the most popular way of referring to a universe that was previously known under the title A Song of Ice and Fire by fans of fantasy novels. Indeed, thanks to its huge success, the TV series is now the most common entry into what is today a complex narrative constellation. Game of Thrones began as a series of five novels written by George R. R. Martin (first published in 1996). It was adapted as a TV series by David Benioff and D.B. Weiss for HBO in 2011, as a comic book series (2011—2014), several video games (Blood of Dragons, 2007; A Game of Thrones: Genesis,
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Davies, Elizabeth. "Bayonetta: A Journey through Time and Space." M/C Journal 19, no. 5 (2016). http://dx.doi.org/10.5204/mcj.1147.

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Art Imitating ArtThis article discusses the global, historical and literary references that are present in the video game franchise Bayonetta. In particular, references to Dante’s Divine Comedy, the works of Dr John Dee, and European traditions of witchcraft are examined. Bayonetta is modern in the sense that she is a woman of the world. Her character shows how history and literature may be used, re-used, and evolve into new formats, and how modern games travel abroad through time and space.Drawing creative inspiration from other works is nothing new. Ideas and themes, art and literature are f
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Barry, Derek. "Wilde’s Evenings." M/C Journal 10, no. 6 (2008). http://dx.doi.org/10.5204/mcj.2722.

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 According to Oscar Wilde, the problem with socialism was that it took up too many evenings. Wilde’s aphorism alludes to a major issue that bedevils all attempts to influence the public sphere: the fact that public activities encroach unduly on citizens’ valuable time. In the 21st century, the dilemma of how to deal with “too many evenings” is one that many citizen journalists face as they give their own time to public pursuits. This paper will look at the development of the public citizen and what it means to be a citizen journalist with reference to some of the writer’s o
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Barry, Derek. "Wilde’s Evenings: The Rewards of Citizen Journalism." M/C Journal 11, no. 1 (2008). http://dx.doi.org/10.5204/mcj.29.

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According to Oscar Wilde, the problem with socialism was that it took up too many evenings. Wilde’s aphorism alludes to a major issue that bedevils all attempts to influence the public sphere: the fact that public activities encroach unduly on citizens’ valuable time. In the 21st century, the dilemma of how to deal with “too many evenings” is one that many citizen journalists face as they give their own time to public pursuits. This paper will look at the development of the public citizen and what it means to be a citizen journalist with reference to some of the writer’s own experiences in the
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Lawson, Jenny. "Food Confessions: Disclosing the Self through the Performance of Food." M/C Journal 12, no. 5 (2009). http://dx.doi.org/10.5204/mcj.199.

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At the end of the episode “Crowd Pleasers,” from her television series Nigella Feasts, we see British food writer and television cook Nigella Lawson in her nightgown opening her fridge in the dark. The fridge light reveals the remnant dishes of chili con carne that she prepared earlier on in the programme. She scoops up a dollop of soured cream and chili onto a spoon and shovels it into her mouth, nods approvingly and then picks up the entire chili dish. She eats another mouthful, utters a satisfied “umm” sound, closes the fridge door and walks away, taking the dish of chili with her. This rec
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Kustritz, Anne. "Transmedia Serial Narration: Crossroads of Media, Story, and Time." M/C Journal 21, no. 1 (2018). http://dx.doi.org/10.5204/mcj.1388.

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The concept of transmedia storyworlds unfolding across complex serial narrative structures has become increasingly important to the study of modern media industries and audience communities. Yet, the precise connections between transmedia networks, serial structures, and narrative processes often remain underdeveloped. The dispersion of potential story elements across a diverse collection of media platforms and technologies prompts questions concerning the function of seriality in the absence of fixed instalments, the meaning of narrative when plot is largely a personal construction of each au
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Kolff, Louise Moana. "New Nordic Mythologies." M/C Journal 20, no. 6 (2017). http://dx.doi.org/10.5204/mcj.1328.

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IntroductionNordic mythology, also known as Norse mythology, is a term used to describe Medieval creation myths and tales of Gods and otherworldly realms, told and retold by Northern Germanic and Scandinavian tribes of the ninth century AD (see for example Gaiman).I discuss a new type of Nordic mythology that is being created through popular culture, social media, books, and television shows. I am interested in how contemporary portrayals of the Nordic countries has created a kind of mythological place called Scandinavia, where things, people, and ideas are better than in other places.Whereas
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Burwell, Catherine. "New(s) Readers: Multimodal Meaning-Making in AJ+ Captioned Video." M/C Journal 20, no. 3 (2017). http://dx.doi.org/10.5204/mcj.1241.

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IntroductionIn 2013, Facebook introduced autoplay video into its newsfeed. In order not to produce sound disruptive to hearing users, videos were muted until a user clicked on them to enable audio. This move, recognised as a competitive response to the popularity of video-sharing sites like YouTube, has generated significant changes to the aesthetics, form, and modalities of online video. Many video producers have incorporated captions into their videos as a means of attracting and maintaining user attention. Of course, captions are not simply a replacement or translation of sound, but have in
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Goodall, Jane. "Looking Glass Worlds: The Queen and the Mirror." M/C Journal 19, no. 4 (2016). http://dx.doi.org/10.5204/mcj.1141.

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As Lewis Carroll’s Alice comes to the end of her journey through the looking glass world, she has also come to the end of her patience with its strange power games and arbitrations. At every stage of the adventure, she has encountered someone who wants to dictate rules and protocols, and a lesson on table manners from the Red Queen finally triggers rebellion. “I can’t stand this any more,” Alice cries, as she seizes the tablecloth and hurls the entire setting into chaos (279). Then, catching hold of the Red Queen, she gives her a good shaking, until the rigid contours of the imperious figure b
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Kuang, Lanlan. "Staging the Silk Road Journey Abroad: The Case of Dunhuang Performative Arts." M/C Journal 19, no. 5 (2016). http://dx.doi.org/10.5204/mcj.1155.

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The curtain rose. The howling of desert wind filled the performance hall in the Shanghai Grand Theatre. Into the center stage, where a scenic construction of a mountain cliff and a desert landscape was dimly lit, entered the character of the Daoist priest Wang Yuanlu (1849–1931), performed by Chen Yizong. Dressed in a worn and dusty outfit of dark blue cotton, characteristic of Daoist priests, Wang began to sweep the floor. After a few moments, he discovered a hidden chambre sealed inside one of the rock sanctuaries carved into the cliff.Signaled by the quick, crystalline, stirring wave of sou
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Holloway, Donell Joy, Lelia Green, and Kylie Stevenson. "Digitods: Toddlers, Touch Screens and Australian Family Life." M/C Journal 18, no. 5 (2015). http://dx.doi.org/10.5204/mcj.1024.

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Introduction Children are beginning to use digital technologies at younger and younger ages. The emerging trend of very young children (babies, toddlers and pre-schoolers) using Internet connected devices, especially touch screen tablets and smartphones, has elicited polarising opinions from early childhood experts. At present there is little actual research about the risks or benefits of tablet and smartphone use by very young children. Current usage recommendations, based on research into passive television watching which claims that screen time is detrimental, is in conflict with advice fro
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Kellner, Douglas. "Engaging Media Spectacle." M/C Journal 6, no. 3 (2003). http://dx.doi.org/10.5204/mcj.2202.

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In the contemporary era, media spectacle organizes and mobilizes economic life, political conflict, social interactions, culture, and everyday life. My recently published book Media Spectacle explores a profusion of developments in hi-tech culture, media-driven society, and spectacle politics. Spectacle culture involves everything from film and broadcasting to Internet cyberculture and encompasses phenomena ranging from elections to terrorism and to the media dramas of the moment. For ‘Logo’, I am accordingly sketching out briefly a terrain I probe in detail in the book from which these exampl
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Nansen, Bjorn. "Accidental, Assisted, Automated: An Emerging Repertoire of Infant Mobile Media Techniques." M/C Journal 18, no. 5 (2015). http://dx.doi.org/10.5204/mcj.1026.

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Introduction It is now commonplace for babies to begin their lives inhabiting media environments characterised by the presence, distribution, and mobility of digital devices and screens. Such arrangements can be traced, in part, to the birth of a new regime of mobile and touchscreen media beginning with the release of the iPhone in 2007 and the iPad in 2010, which stimulated a surge in household media consumption, underpinned by broadband and wireless Internet infrastructures. Research into these conditions of ambient mediation at the beginnings of life, however, is currently dominated by medi
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Collins, Rebecca Louise. "Sound, Space and Bodies: Building Relations in the Work of Invisible Flock and Atelier Bildraum." M/C Journal 20, no. 2 (2017). http://dx.doi.org/10.5204/mcj.1222.

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IntroductionIn this article, I discuss the potential of sound to construct fictional spaces and build relations between bodies using two performance installations as case studies. The first is Invisible Flock’s 105+dB, a site-specific sound work which transports crowd recordings of a soccer match to alternative geographical locations. The second is Atelier Bildraum’s Bildraum, an installation performance using live photography, architectural models, and ambient sound. By writing through these two works, I question how sound builds relations between bodies and across space as well as questionin
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