Academic literature on the topic 'Tabletop role-playing game (TRPG)'

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Journal articles on the topic "Tabletop role-playing game (TRPG)"

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Podvalnyi, M. A. "Consensus and Power in Tabletop Role-playing Games." Sociology of Power 32, no. 3 (2020): 53–73. http://dx.doi.org/10.22394/2074-0492-2020-3-53-73.

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This article is dedicated to the issue of achieving consensus in tabletop role-playing games and also addresses the question of how exactly play­ers gain power over the interpretation of events within a tabletop RPG. A tabletop role-playing game presupposes that its participants constantly articulate statements which shift the current configuration of in-game elements and also play the role of being artistic descriptions of said shifts. The alternation and interplay of performative and descriptive statements, their convolution and also the fact that, in tabletop RPGs, unlike in the majority of
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Forsythe, Carlie. "Roll for Initiative." Emerging Library & Information Perspectives 3, no. 1 (2020): 187–98. http://dx.doi.org/10.5206/elip.v3i1.8637.

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Tabletop role-playing games originated in the 1970s with the introduction of the popular role-playing game, Dungeons & Dragons. Today, tabletop role-playing games make for valuable investments in libraries as they are effective tools for providing rich environments for learning and developing a variety of social and technical skills. This paper largely focuses on collecting tabletop role-playing games in libraries, as well as provides an introduction to role-playing games, their systems and mechanics, and how games are published.
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Ntokos, Konstantinos. "CodePlay: A Tabletop Role-Playing Game System used in Teaching Game Programming Using Content Gamification." Computer Games Journal 9, no. 1 (2020): 45–60. http://dx.doi.org/10.1007/s40869-020-00094-5.

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Cook, Mike P., Matthew Gremo, and Ryan Morgan. "We’re Just Playing." Simulation & Gaming 48, no. 2 (2016): 199–218. http://dx.doi.org/10.1177/1046878116684570.

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Purpose. The purpose of this study was to explored the use of a tabletop role-playing game in middle school ELA classrooms to examine students’ (n=36) abilities to interact with and make meaning from a traditional classroom text (Richard Connell’s “The Most Dangerous Game”). Background.Gaming continues to soar in popularity, both inside and outside of schools. As such, it is important to continue looking for pedagogically beneficial ways to incorporate gaming into classroom spaces, specifically English Language Arts and Literacy classrooms. Aim. In this article, we describe the game used for t
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Gabai, Joshua, and Matthew Berland. "The Handwavey Game." International Journal of Designs for Learning 12, no. 1 (2021): 34–41. http://dx.doi.org/10.14434/ijdl.v12i1.31264.

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In this design case, we describe The Handwavey Game (Handwavey)—a tabletop, cooperative role-playing game created to study how people can come to converge on novel physical gestures around meaning. In Handwavey, players are novice wizards who cast spells through signaling abstract images with hand movements: success is rewarded in-game and failure has humorous in-game consequences. This case walks through the path of exploration and development from the starting point of a research question to the development of game mechanics and concludes with a set of design recommendations for people inter
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Slobuski, 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 (2017): 2. http://dx.doi.org/10.18438/b84c96.

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Abstract
 
 Objective – The purpose of this study is to explore collection development, cataloguing, processing, and circulation practices for tabletop game collections in libraries. This study used the term “tabletop games” to refer to the array of game styles that are played in real-world, social settings, such as board games, dice and card games, collectible card games, and role-playing games.
 
 Methods – An online survey regarding tabletop games in libraries was developed with input from academic, public, and school librarians. Participants were recruited utilizing a s
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Körner, Robert, Jana Kammerhoff, and Astrid Schütz. "Who Commands the Little Soldiers?" Journal of Individual Differences 42, no. 1 (2021): 19–29. http://dx.doi.org/10.1027/1614-0001/a000326.

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Abstract. The popularity of miniature wargames (MWGs) has recently been on the rise. We aimed to identify the personality characteristics of people who play MWGs. Whereas the popular media have suspected that fantasy role-playing and war-related games cause antisocial behavior, past research on tabletop role-playing has shown that gamers are creative and empathetic individuals. Previous studies have investigated pen-and-paper tabletop games, which require imagination and cooperation between players. Tabletop MWGs are somewhat different because players compete against each other, and there is a
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Schillinger, Nicolas. "Playing Soldiers: The War Game in Late Qing and Republican China." Journal of Chinese Military History 9, no. 1 (2020): 38–64. http://dx.doi.org/10.1163/22127453-bja10003.

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Abstract In the early twentieth century, Chinese military reformers introduced the war game to improve the training of officers and professionalize their education according to foreign role models. The war game or Kriegsspiel was a tabletop device used to simulate tactical and strategic problems, which originated from the Prussian army and was very popular among German officers. It was adopted in other European countries and the United States as well as Japan, and was eventually played in the late Qing New Armies and the Guomindang’s National Revolutionary Army. From its inception at the turn
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Rogers, Peter. "Contesting the Political: Violence, Emotion and the Playful Subject." Emotions: History, Culture, Society 5, no. 1 (2021): 143–61. http://dx.doi.org/10.1163/2208522x-02010118.

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Abstract Tabletop role-play games (TRPG s) are undergoing a resurgence in popularity tied, in part, to the release of Dungeons and Dragons (5th edition) and a vibrant culture of live-streaming role-play games online. Research has now also shown that TRPG s – such as Dungeons and Dragons – provide a unique environment for the development of prosocial behaviours. There is an opportunity for researchers interested in political emotions and ideological performance to explore a community of collaborative storytelling where the altruism derided by philosophies of neoliberal economic rationalism is p
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Bodonirina, Nathalie, Lena Reibelt, Natasha Stoudmann, 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 (2018): 624. http://dx.doi.org/10.3390/f9100624.

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Community-based natural resource management (CBNRM) is a widely used approach aimed at involving those utilizing resources in their management. In Madagascar, where forest decentralization has been implemented since the 1990s to spur local resource users’ involvement in management processes, impacts remain unclear. This study aimed to investigate farmers’ perceptions and practices regarding forest use under various forest governance systems, using a participatory gaming approach implemented in the Zahamena region of Madagascar. We report on (i) the conceptual models of the Zahamena socio-ecolo
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