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

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1

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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Goodall, Anne M., and Alexis H. Truong. "Pop culture and social insertion: How can play in adolescence and adulthood be “therapeutic”?" Journal of Community Safety and Well-Being 6, no. 1 (2021): 17–21. http://dx.doi.org/10.35502/jcswb.178.

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In this study we explore how participation in tabletop role-playing games (TTRPGs) fosters experiences of social insertion in adolescence and adulthood. We conducted semi-directed interviews with nine participants who identified themselves as having used such practices to overcome difficult and challenging life experiences. We look at how participants interpreted their play experiences, described by some as “therapeutic.” Through TTRPGs, players were able to explore and better understand aspects of themselves, explore new interactions, and “test” new ways of expressing themselves. Additionally
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Thorén, Claes. "Pen, paper, dice…screen? Digital resistance in the Swedish tabletop role-playing game community." Convergence: The International Journal of Research into New Media Technologies, November 4, 2020, 135485652095715. http://dx.doi.org/10.1177/1354856520957155.

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This article explores the digitization of Swedish pen-and-paper role-playing games through the inflamed online discussions in the role-playing community that followed in its wake; discussions that in some cases resist the very idea of Digital in an age where Digital has become synonymous with ubiquitous progress and efficiency. The case in question focuses on Riotminds, a Swedish RPG publishing company that in 2010, in one broad stroke, transformed and converged all their analogue printed products into a single, online subscription service. Drawing on a general theoretical framework of materia
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Koukia, Evmorfia. "Massively multiplayer online vs. tabletop role playing games. Is there a difference in "game addiction"?" Mental Health and Addiction Research 3, no. 1 (2018). http://dx.doi.org/10.15761/mhar.1000154.

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14

Garthoff, Jon. "Playability as Realism." Journal of the Philosophy of Games 1, no. 1 (2018). http://dx.doi.org/10.5617/jpg.2705.

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In this essay I discuss how realism operates to constrain games, especially role-playing games, that take place in a fantasy milieu. The design of these games involves tradeoffs between two values, which are sometimes labeled “realism” and “playability”. These values are ordinarily understood to be wholly independent and competing. Using resources drawn from John Rawls's conception of political theory as a search for a “realistic utopia”, I show how these values can instead be understood as aspects of the more general value of creating and conceiving a realistic fantasy through the medium of g
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15

Schlueter, Jacob, Christian Addington, and Judy Goldsmith. "Anchored Team Formation Games." International FLAIRS Conference Proceedings 34, no. 1 (2021). http://dx.doi.org/10.32473/flairs.v34i1.128501.

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We propose Anchored Team Formation Games (ATFGs), a new class of hedonic game inspired by tabletop role playing games.We establish the NP-hardness of determining whether Nash stable coalition structures exist, and provide results for three heuristics for this problem. We highlight costs and benefits of each heuristic and provide evidence that all three are capable of finding Nash stable coalition structures, when they exist, much more quickly than a deterministic algorithm.
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16

Bateman, Chris. "No-one Plays Alone." Transactions of the Digital Games Research Association 3, no. 2 (2017). http://dx.doi.org/10.26503/todigra.v3i2.67.

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The discourses around games have tended to focus upon either their artefactual qualities or the phenomenological experience of play. In both cases, games are primarily to be understood singularly. An alternative approach, related to Foucault’s archaeological methods, is to focus upon the manner in which games share player practices with earlier games. This technique can be applied to all eras of games, and is not merely restricted to videogames – indeed, a significant proportion of the player practices of videogames descend directly from the player practices of tabletop games, especially in te
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Sidhu, Premeet, and Marcus Carter. "Pivotal Play: Rethinking Meaningful Play in Games Through Death in Dungeons & Dragons." Games and Culture, April 13, 2021, 155541202110052. http://dx.doi.org/10.1177/15554120211005231.

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In game studies, meaningful play is commonly discussed and situated through Salen and Zimmerman’s (2004) definition describing it as the integrated and discernible relationship between player actions and system outcomes within the context of the game. However, this overlooks other ways that play can be meaningful. Based on observation and interviews with 20 Australian players, this article examines experiences with death in the tabletop role-playing game Dungeons & Dragons (D&D). In the context of meaningful play ( Salen & Zimmerman, 2004 ) and positive negative experiences ( Hopea
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18

Underwood, Michael Robert. "The friends that game together: A folkloric expansion of textual poaching to genre farming for socialization in tabletop role-playing games." Transformative Works and Cultures 2 (February 17, 2009). http://dx.doi.org/10.3983/twc.2009.087.

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Tabletop role-playing games (RPGs) are a folkloric form for creating and reaffirming community bonds and performing identity. Gaming is used to communicate and perform cultural capital and identity through fictional narratives, functioning as a form of community building and/or personal expression. With quotations from ethnographic research over the course of 2 years, including interviews with several groups of gamers and participant observation, I examine the ways that players create and affirm social bonds. I return to Michel De Certeau's idea of textual poaching, as adapted by Henry Jenkins
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