Academic literature on the topic 'Tabletop role-playing game (TRPG)'
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Journal articles on the topic "Tabletop role-playing game (TRPG)"
Podvalnyi, M. A. "Consensus and Power in Tabletop Role-playing Games." Sociology of Power 32, no. 3 (October 2020): 53–73. http://dx.doi.org/10.22394/2074-0492-2020-3-53-73.
Full textForsythe, Carlie. "Roll for Initiative." Emerging Library & Information Perspectives 3, no. 1 (July 14, 2020): 187–98. http://dx.doi.org/10.5206/elip.v3i1.8637.
Full textNtokos, Konstantinos. "CodePlay: A Tabletop Role-Playing Game System used in Teaching Game Programming Using Content Gamification." Computer Games Journal 9, no. 1 (January 14, 2020): 45–60. http://dx.doi.org/10.1007/s40869-020-00094-5.
Full textCook, Mike P., Matthew Gremo, and Ryan Morgan. "We’re Just Playing." Simulation & Gaming 48, no. 2 (December 26, 2016): 199–218. http://dx.doi.org/10.1177/1046878116684570.
Full textGabai, Joshua, and Matthew Berland. "The Handwavey Game." International Journal of Designs for Learning 12, no. 1 (April 12, 2021): 34–41. http://dx.doi.org/10.14434/ijdl.v12i1.31264.
Full textSlobuski, Teresa, Diane Robson, and PJ Bentley. "Arranging the Pieces: A Survey of Library Practices Related to a Tabletop Game Collection." Evidence Based Library and Information Practice 12, no. 1 (March 15, 2017): 2. http://dx.doi.org/10.18438/b84c96.
Full textKörner, Robert, Jana Kammerhoff, and Astrid Schütz. "Who Commands the Little Soldiers?" Journal of Individual Differences 42, no. 1 (January 2021): 19–29. http://dx.doi.org/10.1027/1614-0001/a000326.
Full textSchillinger, Nicolas. "Playing Soldiers: The War Game in Late Qing and Republican China." Journal of Chinese Military History 9, no. 1 (March 13, 2020): 38–64. http://dx.doi.org/10.1163/22127453-bja10003.
Full textRogers, Peter. "Contesting the Political: Violence, Emotion and the Playful Subject." Emotions: History, Culture, Society 5, no. 1 (July 13, 2021): 143–61. http://dx.doi.org/10.1163/2208522x-02010118.
Full textBodonirina, Nathalie, Lena Reibelt, Natasha Stoudmann, Juliette Chamagne, Trevor Jones, Annick Ravaka, Hoby Ranjaharivelo, et al. "Approaching Local Perceptions of Forest Governance and Livelihood Challenges with Companion Modeling from a Case Study around Zahamena National Park, Madagascar." Forests 9, no. 10 (October 10, 2018): 624. http://dx.doi.org/10.3390/f9100624.
Full textDissertations / Theses on the topic "Tabletop role-playing game (TRPG)"
Decicio, Brendan. "The Layered Frames of Performed Tabletop: Actual-Play Podcasts and the Laminations of Media." BYU ScholarsArchive, 2020. https://scholarsarchive.byu.edu/etd/8737.
Full textGardner, Felix. "The actualities of Actual Play : A qualitative study on interaction within the netnographic landscape of Actual Play." Thesis, Stockholms universitet, Institutionen för etnologi, religionshistoria och genusvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-190574.
Full textGasque, Travis M. "Design agency: Dissecting the layers of tabletop role-playing game campaign design." Thesis, Georgia Institute of Technology, 2016. http://hdl.handle.net/1853/55055.
Full textHall, Claudia. "Tabletop role-playing game characters| A transdisciplinary and autoethnographic examination of their function and importance." Thesis, California Institute of Integral Studies, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=3743712.
Full textThis dissertation uses mythological studies, psychological ideas and sociological techniques to introduce the reader to the thesis that tabletop role-playing game (TRPG) characters are intricate, semi-independent personae of their players, who have the potential to be equal in influence to an individual’s other expressions of personality (e.g. employee, parent, friend, etc). TRPG characters, like all aspects of personality, exist at the junction of mythical, psychological, and sociological forces. Unlike other personae, TRPG characters exist within alternative realities deliberately crafted from heroic mythology, which feature group-centered behavior at their core.
By examining differences between character and player perspectives, especially the group based norm of heroism common across many kinds of TRPGs, the importance of studying TRPG characters as personae in their own right is emphasized. The dissertation concludes with ways for TRPG scholars to increase emphasis on TRPG character studies, and with ways for non-TRPG studies to benefit from an increased emphasis on personae play as an important aspect of psychosocial growth, especially with regard to how heroism is understood in American culture.
Lachance, Graeme. "Living Pedagogies of a Game-Master: An Autoethnographic Education of Liminal Moments." Thesis, Université d'Ottawa / University of Ottawa, 2016. http://hdl.handle.net/10393/34468.
Full textPettersson, Fredrik. "Karaktärsskapandets potential och begränsningar." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-232025.
Full textGlazer, Kip. "Imagining a constructionist game-based pedagogical model| Using tabletop role-playing game creation to enhance literature education in high school English classes." Thesis, Pepperdine University, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3731117.
Full textIn today’s K-12 educational environment with the newly adopted Common Core State Standards (CCSS), improving student literacy as a foundational skill to obtain success in all other subject areas is one of the most important goals. Unfortunately, many literature curricula suffer from a lack of innovative pedagogy despite the introduction of various educational technologies meant to aid student learning. This study focused on developing a new game-based constructionist pedagogical model for literature education using tabletop role-playing game creation. Using Shulman’s (1987) Pedagogical Content Knowledge (PCK) that eventually evolved into Mishra and Kohler’s (2006) Technological Pedagogical Content Knowledge (TPACK) as the main theoretical framework, this design-based research showed how tabletop role-playing game creation as a constructionist pedagogical strategy successfully helped high school students to receive the benefits of high quality literature education.
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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Cover, Jennifer Ann Grouling. "Tabletop role-playing games perspectives from narrative, game, and rhetorical theory /." 2005. http://www.lib.ncsu.edu/theses/available/etd-03262005-191219/unrestricted/etd.pdf.
Full textBooks on the topic "Tabletop role-playing game (TRPG)"
RPGntbooks. RPG Journal: Tabletop and Role Playing Game Notebook. Independently Published, 2020.
Find full textCarbonell, Curtis D. Dread Trident. Liverpool University Press, 2019. http://dx.doi.org/10.3828/liverpool/9781789620573.001.0001.
Full textPublishing, Game Hero. RPG Journal: Tabletop Game Notebook for Role Playing Gamers to Create Characters, Track Inventory, Keep Marketplace Notes, Log NPCs, and Map Terrain, Buildings and Dungeon Layouts. Independently Published, 2020.
Find full textPublishing, Game Hero. RPG Journal: Tabletop Game Notebook for Role Playing Gamers to Create Characters, Track Inventory, Keep Marketplace Notes, Log NPCs, and Map Terrain, Buildings and Dungeon Layouts. Independently Published, 2020.
Find full textMainz, Karl-Heinz. RPG D20 SMILING SWORD MASTER Dice Bordgame A4 Ruled Line Paper: Notebook with 120 Pages Ca. A4 RPG Dice Roleplaying Game Dragon Pen and Paper Accessories Role Playing Games Tabletop Play Gifts. Independently Published, 2020.
Find full textBook chapters on the topic "Tabletop role-playing game (TRPG)"
White, William J., Jonne Arjoranta, Michael Hitchens, Jon Peterson, Evan Torner, and Jonathan Walton. "Tabletop Role-Playing Games." In Role-Playing Game Studies, 63–86. New York: Routledge, 2018.: Routledge, 2018. http://dx.doi.org/10.4324/9781315637532-4.
Full textCarbonell, Curtis D. "Introduction." In Dread Trident, 1–55. Liverpool University Press, 2019. http://dx.doi.org/10.3828/liverpool/9781789620573.003.0001.
Full textOno, Jumpei, and Takashi Ogata. "Surprise-Based Narrative Generation in an Automatic Narrative Generation Game." In Advances in Linguistics and Communication Studies, 162–85. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-4775-4.ch004.
Full textConference papers on the topic "Tabletop role-playing game (TRPG)"
Collins, Sawyer, and Selma Sabanovic. ""What Does Your Robot Do?" A Tabletop Role-Playing Game to Support Robot Design." In 2021 30th IEEE International Conference on Robot & Human Interactive Communication (RO-MAN). IEEE, 2021. http://dx.doi.org/10.1109/ro-man50785.2021.9515554.
Full textPlijnaer, Bas A., Daisy O'Neill, Eloisa Kompier, Günter Wallner, and Regina Bernhaupt. "Truesight Battle Grid - Enhancing the Game Experience of Tabletop Role-Playing through Tangible Data Visualization." In CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3383668.3419931.
Full textMarín-Paz, Antonio-Jesús, Juan-Jesús Cobacho-de-Alba, and Ana-María Sáinz-Otero. "VIRTUAL TABLETOP ROLE-PLAYING GAME AS A GAMIFICATION TOOL FOR LEARNING THE NURSE HOME VISITS IN PRIMARY HEALTH CARE." In 13th International Conference on Education and New Learning Technologies. IATED, 2021. http://dx.doi.org/10.21125/edulearn.2021.2376.
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