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Articles de revues sur le sujet "Dungeon and dragons (Game)"

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Borecky, Andrew. « Dungeons, Dragons, and Music ». Journal of Sound and Music in Games 2, no 1 (1 janvier 2021) : 46–64. http://dx.doi.org/10.1525/jsmg.2021.2.1.46.

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Since 1974, Dungeons & Dragons (D&D) has existed on the fringes of popular culture alongside many other tabletop roleplaying games. In recent years, however, D&D and other RPGs have emerged at the forefront of gaming culture. The allure of fantasy and magic draws players into creating and roleplaying characters in a mediated fantasy space through social interaction. Though largely untheorized, Dungeons & Dragons has been examined through sociological and philosophical lenses, though these studies often ignore the performative aspects of the game itself. During gameplay, Dungeon Masters (DMs) often exploit sensory detail, music specifically, in order to encourage roleplay in their players. The fifth edition handbook of D&D states that DMs can use “music, art, or recorded sound effects to help set the mood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they might play in the game.” The following research explores the use of music within D&D as it relates to the players’ ability to immerse themselves within the game, drawing on research in ludomusicology and applying a lens of reflexive and close ethnography. Additionally, this research explicates a growing popularity of D&D on the internet through shows such as Critical Role and the live storytelling genre, as well as how it has altered ideas concerning the performance of voice. Based on interviews with players and observations of D&D games in person and via online streaming services, this article asserts that music allows players to immerse themselves within the setting of the game, which in turn creates a form of participatory performance for both the players and the Dungeon Master.
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De Souza Salvador Neto, Armando, Douglas Felizardo De Lira Lima, Drayton Corrêa Filho et Ewerton Do Nascimento Santos. « Dungeon Scrolls - Geração de conteúdo para jogos RPG ». Comunicações em Informática 2, no 2 (22 février 2019) : 10. http://dx.doi.org/10.22478/ufpb.2595-0622.2018v2n2.41578.

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Este trabalho apresenta a criação de um aplicativo que auxilia na criação de fichas de RPG. Dungeon Scrolls é um aplicativo que visa auxiliar jogadores de role-playing game (RPG), mais especificamente RPG de mesa, utilizando de um sistema de salas, armazenamento de textos, cálculos automatizados e aplicando inteligência artificial para geração de criaturas. O aplicativo conta com um sistema baseado em salas e o mestre de cada sala tem a possibilidade de criar fichas de monstros, sem misturá-las com as de outros jogadores. A criação das fichas de monstros pode se dar de forma manual ou através da geração automática, feita com Machine Learning e utilizando a base de dados que criamos do sistema de Dungeons & Dragons cujas instâncias foram coletadas com base nos livros oficiais.
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Stang, Sarah, et Aaron Trammell. « The Ludic Bestiary : Misogynistic Tropes of Female Monstrosity in Dungeons & ; Dragons ». Games and Culture 15, no 6 (19 mai 2019) : 730–47. http://dx.doi.org/10.1177/1555412019850059.

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This article introduces the concept of the ludic bestiary, a game mechanic that the authors argue produces abject bodies. Using the “hag” in Dungeons & Dragons as a case study, the authors demonstrate how the game’s bestiary, the Monster Manual, functions as a tool of patriarchal control by defining, categorizing, and classifying the body of the female other as evil, abject, and monstrous. Importantly, the ludic bestiary not only exists as a core rulebook in Dungeons & Dragons but has also been remediated as a narrative-heavy submenu in several digital games. The authors find that the figure of the monstrous woman persists in games because of the widespread distribution of the Monster Manual to young men in hobby communities, the cultural influence of Dungeons & Dragons, depictions of monstrosity that blend the erotic with the maternal, and the discursive categorization and objectification of the female body by ludic systems.
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DERENARD, LISA A. « ALIENATION AND THE GAME DUNGEONS AND DRAGONS ». Psychological Reports 66, no 3 (1990) : 1219. http://dx.doi.org/10.2466/pr0.66.3.1219-1222.

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DERENARD, LISA A. « ALIENATION AND THE GAME DUNGEONS AND DRAGONS ». Psychological Reports 66, no 4 (1990) : 1219. http://dx.doi.org/10.2466/pr0.66.4.1219-1222.

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DeRenard, Lisa A., et Linda Mannik Kline. « Alienation and the Game Dungeons and Dragons ». Psychological Reports 66, no 3_suppl (décembre 1990) : 1219–22. http://dx.doi.org/10.2466/pr0.1990.66.3c.1219.

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Carroll, James L., et Paul M. Carolin. « Relationship between Game Playing and Personality ». Psychological Reports 64, no 3 (juin 1989) : 705–6. http://dx.doi.org/10.2466/pr0.1989.64.3.705.

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The relationship between personality variables and involvement in adventure games (such as Dungeons and Dragons) has been equivocal with both negative and positive correlates being reported. 75 college students were evaluated with the 16 PF. No differences were found between heavy and light involvement gamers; both groups' scores were similar to the 16 PF standardization population.
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Forsythe, Carlie. « Roll for Initiative ». Emerging Library & ; Information Perspectives 3, no 1 (14 juillet 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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Simón, Armando. « Emotional stability pertaining to the game of Dungeons & ; Dragons ». Psychology in the Schools 24, no 4 (octobre 1987) : 329–32. http://dx.doi.org/10.1002/1520-6807(198710)24:4<329 ::aid-pits2310240406>3.0.co;2-9.

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Pinto, Ivonete Medianeira, et Amadeu De Sousa Moura Terceiro. « Convergências entre o jogo de RPG dungeons & ; dragons e filmes do cinema hollywoodiano : uma interpretação ». Revista de Humanidades 29, no 1 (30 janvier 2014) : 102. http://dx.doi.org/10.5020/23180714.2014.29.1.102-121.

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O objetivo deste presente artigo é apontar as convergências entre alguns dos filmes de Hollywood com o Roleplaying Game Dungeons & Dragons, por meio da presença dos elementos do jogo, como elfos, fadas, guerreiros, masmorras, aventuras, monstros, entre outros e utilizar a jornada do herói apontando suas etapas uma a uma, como elo estrutural narrativo. A partir de uma revisão bibliográfica, utilizando os trabalhos dos autores: Monte Cook, Joseph Campbell, Christopher Vogler, Donaldo Schuler e Tzvetan Todorov, este trabalho pretende analisar a narrativa do filme Eragon, do diretor Stefen Fangmeier, detectando as semelhanças com o jogo. Através da análise de conteúdo foi confirmada a presença de muitas convergências. Entre elas: o herói representado pelos personagens que são interpretados pelos jogadores, a jornada que segundo Campbell nos parece então como consequência natural, o mito que no jogo Dungeons & Dragons é uma característica marcante, basta traduzir o próprio nome do jogo, o épico que é apresentado pelo herói que enfrenta forças maiores que ele, e por final, o maravilhoso que é apresentado por seres em que o herói luta e não existem em nosso dia-a-dia. Percebeu-se então que nem todas as etapas da Jornada do Herói estão presentes no filme. A ordem dos estágios também não foram as mesmas. Todavia, este artigo procurou demonstrar as convergências entre o jogo de Roleplaying Games Dungeons & Dragons e alguns filmes do cinema de Hollywood vistos e citou elementos do gênero épico da literatura e do gênero maravilhoso presentes no jogo e no cinema como condutores desta convergência.
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Thèses sur le sujet "Dungeon and dragons (Game)"

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Leopold, Robert. « The Player Character's Journey : The Hero's Journey in Moldvay's Dungeons & ; Dragons ». Digital Commons @ East Tennessee State University, 2019. https://dc.etsu.edu/etd/3679.

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This study explores the archetypes, motifs, and stages of the Joseph Campbell's Hero's Journey as they are found in the Moldvay revision of the rules to Basic Dungeons & Dragons, that emerge from playing the game using the seven adventure modules printed for these rules. Using narratological concepts, the definition of what makes narrative is expanded to include the narrative that emerges by playing story-based roleplaying games like Dungeons & Dragons. These narratives, based on the seven adventure modules, are the analyzed using Campbell's monomyth as an interpretive tool, showing that these types of narratives are up to similar academic scrutiny as other forms of narrative. Such scrutiny shows that the types of narrative that emerge from playing a tabletop roleplaying game like Dungeons & Dragons need an expansion of the models for narrative analysis. This expansion presents a myriad of opportunities for future study.
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Reitz, Austin J. « Realms of Màgia : Exploring Roleplaying Games as Interaction Design Systems ». Kent State University Honors College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ksuhonors1557169231329083.

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Clements, Philip Jameson. « Roll to Save vs. Prejudice : The Phenomenology of Race in Dungeons & ; Dragons ». Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1448050814.

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Lindhagen, Emma. « Which Foot Forward ? : An analysis of footing in the Dungeons & ; Dragons stream Critical Role ». Thesis, Stockholms universitet, Engelska institutionen, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-190734.

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Tabletop roleplaying games are a type of social, narrative game driven by a group conversation in which a narrative which is co-created by the participants and propelled forward by some mechanical component (for example dice rolls used to determine the narrative outcomes of actions). As mode of spontaneous conversation that has a unique set of specific characteristics, it might be fair to claim that TTRPGs constitute a unique oral genre (or, in conversation analytic terms, a unique speech-exchange system).  One of the most notable characteristics of TTRPGs as conversations is the intensive use of footing shifts. As the players alternate between orienting toward the conversation as players of a game with mechanical components and as co-creators of a joint narrative, various different resources are used to signal what footing a particular turn-at-talk is produced from. Using video from Critical Role, a live-streamed Dungeons & Dragons show, this paper examines the use of footing in TTRPGs and what resources are used to signal these.  The results of the study showed that several different types of footing were used in this material, with a large amount of overlap between them. Though it was possible to identify the primary resources for signalling some of them, for others it was not clear.
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Scudder, Sasha. « Reflections : the Positive Effect of Cooperative Roleplaying Games on Anxiety Disorders ». Scholarship @ Claremont, 2019. https://scholarship.claremont.edu/scripps_theses/1241.

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Anxiety disorders are some of the most prevalent mental illnesses in the United States, and young adults have developed a variety of coping mechanisms to deal with their symptoms. One of the most common is escapism, or the act of escaping reality by delving into alternate stimuli, fantasies, or media content, but this often leads to social or emotional isolation. Cooperative roleplaying games, such as Dungeons and Dragons, can alleviate symptoms of anxiety disorders while facilitating social interaction through escapism, creative thinking, play, and community building. The companion piece to this paper, Reflections of Fate, is a D&D 5e quest specifically designed with challenges and storylines to further these potentially healing effects.
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Svan, Oscar, et Anna Wuolo. « Emergent Player-Driven Narrative in Blades in the Dark and Dungeons & ; Dragons : A Comparative Study ». Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-448012.

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This paper presents a comparative study on two Tabletop Roleplaying Games, Dungeons & Dragons and Blades in the Dark. This paper takes a look at the narrative differences within the two systems. More specifically investigate if Blades in the Dark is more playerdriven than Dungeons & Dragons. The two tested as closely as possible and will be compared with each other. This is a close reading on the rules and player agency rather than a one-on-one comparison. The comparisons were made regarding the mechanics and narrative differences within the systems rather than quality of the story. This study was conducted by running two sessions, one for each system, played by separate groups with the same game scenario and premise. Meaning that the background for both games, character and plot for the session were the same. Comparisons were made by observing player decisions, situations that arose and the influence that the gamemasters had on the game. It was found that there is a clear difference between the two systems, this difference regarding whether the players were reacting to the gamemaster, or the other way round. In Dungeons & Dragons, it was observed that the players reacted and acted according to what the gamemaster explained and played out, whereas in Blades in the Dark it appeared to be the opposite. Here we found that it was the Gamemaster who was reactive to the players instead. The paper concluded that Blades in the Dark is the more player-driven system. This short study could later be built upon and used by game developers to keep in mind and plan their future game systems around. Taking these observations on emergent narrative in Tabletop Role-playing Games into account can be used to create more player-centric and player-driven games. Meaning that the players are more in influence and decisions to make in the story and game.
I detta papper presenteras en jämförande undersökning av två rollspelssystem, Dungeons & Dragons och Blades in the Dark. Det här papperet kollar på skillnaderna när det kommer till spelar-drivet berättande inom de två spelen. Mer specifikt så utreds om Blades in the Dark är mer spelar-drivet än Dungeons & Dragons. De två kommer att testas så likt som möjligt och jämföras med varandra. Detta är en noggrann läsning av reglerna och spelarnas påverkan på spelets berättande, där vad som undersöks är spelets funktioner och skillnader i hur de berättas och presenteras, snarare än kvalitén på spelen eller berättelserna. Denna studie genomfördes genom att hålla två sessioner, en för varje system, spelad av separata grupper men med samma scenario och förutsättningar. Jämförelser gjordes genom att observera spelarbeslut, situationer som uppstod, samt det inflytande som spelmästare hade på spelet. En tydlig skillnad blev synlig mellan de två systemen var gällande huruvida spelarna reagerade på spelmästaren eller tvärtom. I Dungeons & Dragons observerades att spelarna reagerade och agerade enligt vad spelmästaren förklarade och spelade ut. I Blades in the Dark studerades en motsatt effekt, här upptäcktes att det var spelmästaren som reagerade på spelarna istället. Med denna undersökning kom vi fram till att Blades in the Dark är det mer spelar-drivna systemet. Den här studien kan i framtiden användas och byggas på av spelutvecklare för att göra nya spelsystem, med dessa observationer som framkom, kan komma till användning för att göra fler spel med mer spelar-drivet fokus. Vilket innebär att spelaren har mer inflytande på historiens som berättas och spelet i sig.
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Olson, Clas. « Dragonlord Campaign Setting ». Thesis, Blekinge Tekniska Högskola, Sektionen för teknokultur, humaniora och samhällsbyggnad, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3796.

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Dragonlord Campaign Setting, which is a book of 250 pages, is an accessory to the role playing game Dungeons and Dragons, published by Wizards of the Coast, Inc. It describes the game world Saviat that largely is like an ordinary fantasy world, with its fantastic elves and dwarfs, its magic, and supernatural monsters and events. What sets this world apart from all the other worlds that players can place their game in, is the complex and unique caste system in society, as well as the fact the it is real dragons that rule as feudal kings and nobles over the lands on the continent. In the book, the different nations’ geography, culture, history, and society are described, and also places and people that can be interesting for a player or Dungeon Master to know about. It also contains tips and tools that can be used by gamers playing in the world, so that their play in the world of Saviat becomes more interesting and connected to the world. The book directs itself mostly towards people who play D&D, and then mainly to the Dungeon Master. The book is available to be ordered from the Internet, and it is printed with a case-wrap hard cover.
Dragonlord Campaign Setting, som är en bok på 250 sidor, är en tilläggsbok till rollspelssystemet Dungeons and Dragons, publicerat av Wizards of the Coast, Inc. Den beskriver spelvärlden Saviat som i mångt och mycket är en vanlig fantasyvärld, med sina fantastiska alver och dvärgar, sin magi och övernaturliga händelser och varelser. Vad som skiljer denna värld från alla de andra fantasyvärldar som rollspelare kan spela i, är det komplexa och unika kastsystemet i samhället, och det faktum att det är verkliga drakar som styr som feodala kungar och adelsmän över kontinentens länder. I boken beskrivs de olika ländernas geografi, kultur, historia och samhälle, och även platser och personligheter som kan vara intressant för en som spelar rollspel att känna till. Den innehåller även tips och verktyg som kan användas av en grupp som spelar i världen för att deras spel skall bli mer intressant och kopplat till världen. Boken riktar sig främst till spelargrupper som spelar D&D, och då främst till spelledaren. Boken finns tillgänglig att köpa av alla på Internet, i form av en tryckt bok med hårdpärm.
Detta är en reflektionsdel till en digital medieproduktion.
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Butler, Persson Nikolai. « Från rollspel till roman : En inblick i den intermediala dialogiken mellan Dungeons & ; Dragons och The Crystal Shard ». Thesis, Linnéuniversitetet, Institutionen för film och litteratur (IFL), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-39606.

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Pereira, Leonardo Tortoro. « Procedural Generation of Dungeon Maps, Missions and Rooms ». Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-25032019-144917/.

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The present research proposes two procedural content generation approaches for missions and play space in a game with dungeons, and a game prototype developed as a proof of concept for the feasibility of the algorithm and as a test framework for user-based experiments. The first approach will define missions by generating dungeon maps together with locked doors and keys through the use of an evolutionary algorithm. The second approach will populate the generated dungeon space by filling the content of dungeon rooms using space-filling curves and cellular automata algorithms. The evolutionary algorithm evolves tree structures encoding information about the dungeon. The goal is to converge the generated dungeons as close as possible to satisfy the set of parameter inputs provided by a game designer. The dungeon holds information about the amount of rooms, the connections between them and their position in a 2D map. There are also relevant semantic information in the content for the generation of narrative, which presents itself by the placement of unique pairs of keys and locks throughout it. Thus, a feasible way to finish the dungeon can be procedurally generated. The content of rooms are generated using space-filling curves algorithms such as Hilbert and Moore curves as well as Conways Game of Life Cellular Automata. Computational results report that the evolutionary algorithm provides dungeons with up to a 100 rooms very close to the desired ones for a range of different parameter inputs. The early validation tests with humans show no statistical difference between levels procedurally generated and those made by humans. Further user-centred validation tests with the game prototype show the algorithm-generated levels are perceived as equally or even more human-made than their human-authored counterparts, as well as funnier and more difficult. Thus, the research aims to generate gameplay elements combining different algorithms for a single solution, which could be easily adapted to a range of different games.
O projeto propõe duas abordagens de geração de conteúdo para missões e mapas em um jogo com calabouços, e um protótipo de jogo desenvolvido como prova de conceito da factibilidade do algoritmo e também como plataforma de testes para experimentos com usuários. A primeira abordagem define missões ao gerar mapas de calabouço em conjunto com chaves e portas trancadas através do uso de um algoritmo evolutivo. Já a segunda abordagem irá popular o espaço do calabouço criado ao preencher o conteúdo de suas salas usando algoritmos de curvas de preenchimento de espaço e autômatos celulares. O algoritmo evolutivo evolui uma estrutura em árvore que codifica informações sobre o calabouço. O objetivo é convergir os calabouços gerados para se aproximar ao máximo da configuração de entrada fornecida por um designer de jogos. O calabouço possui informação sobre as salas, como a quantidade das mesmas, as conexões entre elas e suas posições em um mapa 2D. Também contam com informações semânticas relevantes para a geração de narrativa no calabouço, que são o posicionamento de pares únicos de chaves e fechaduras através do calabouço. Portanto, uma maneira factível para o término do mesmo pode ser gerada proceduralmente. O conteúdo das salas é gerado usando curvas de preenchiment de espaço como as de Hilbert e Moore, além do autômato celular do Jogo da Vida de Conway. Resultados computacionais demonstram que o algoritmo evolutivo é capaz de criar calabouços com propriedades muito próximas às desejadas para uma grande variedade de entradas para calabouços com até 100 salas. Resultados preliminares de validação com humanos mostraram não haver diferença estatística entre os níveis gerados proceduralmente daqueles feitos por humanos. Testes posteriores de validação centrados em humanos com o protótipo de jogo mostram que os níveis gerados pelo algoritmo são percebidos como feitos por humanos de maneira semelhante ou até em maior grau do que suas contrapartidas geradas de fato por humanos, assim como são percebidos como mais divertidos e difíceis do que estas. Portanto, esta pesquisa objetiva gerar elementos de jogabilidade combinando diferentes algoritmos em uma única solução, que pode ser facilmente adaptada para uma variedade de jogos diferentes.
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Kahler, Abigail. « Mother Of Dragons : White Feminist Imperialism In HBO's Game Of Thrones ». W&M ScholarWorks, 2020. https://scholarworks.wm.edu/etd/1616444288.

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In 2019, Game of Thrones aired its final episode, The Iron Throne. This episode enjoyed enormous viewership, and culminated in the death of Daenerys Targaryen, a fan favorite, whose storyline saw her conquer diverse cultures and declare rulership over the continents of Essos and Westeros. Her character is unique for being one of the most famous female protagonists in the fantasy genre, as well as a builder of empires. As evidenced by the hundreds of children named both ‘Khaleesi’ and ‘Daenerys’ after her, she was a hero to many. However, much of her storyline was occupied with the subjugation of black and brown people- sometimes in the name of liberation, but always with the goal of validating Daenerys’s claim to rulership. This thesis aims to uncover the developments in the fantasy genre that led to the depiction of Daenerys Targaryen as a white conqueror of non-white subjects, and the ways that Game of Thrones valorized her attempts at leadership. Primarily using the work of Helen Young and Jamie Williamson, I will demonstrate the longstanding tradition of white imperialism established in the fantasy genre, and incorporate Anne McClintock’s framework of race and gender from her seminal work Imperial Leather to examine how Daenerys both subverts and upholds the expectations of imperialism as a matriarchal conqueror in Game of Thrones.
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Livres sur le sujet "Dungeon and dragons (Game)"

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Wyatt, James. Dungeons & dragons dungeon master's guide 2 : Roleplaying game core rules. Renton, WA : Wizards of the Coast, 2009.

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Cook, Monte. Dungeon & Dragons dungeon masters guide, core rulebook, v.3.5. Renton, WA : Wizards of the Coast, 2003.

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Bill, Slavicsek, et Baker Richard (Lynn Richard), dir. Dungeon master 4th edition for dummies. Hoboken, NJ : Wiley Pub., 2009.

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Cook, David. Dungeon master guide for the AD&D game. 2e éd. Lake Geneva, WI : TSR, 1995.

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Peter, Bergting, dir. Dungeon & dragons : Dark sun : Ianto's tomb. San Diego, Calif : IDW, 2012.

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R, Leason Jeff, dir. Dragons. Niles, IL : Mayfair Games, 1986.

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Glaberson, Cory. Dragons. Sous la direction de Leason Jeff R. Niles, IL : Mayfair Games, 1986.

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Dungeons and dragons and philosophy. Chicago : Open Court Pub., 2012.

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Dungeon Magazine annual : The best of D & D Insider. Renton, Wash : Wizards of the Coast, 2010.

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Slavicsek, Bill. Dungeons & Dragons For Dummies. New York : John Wiley & Sons, Ltd., 2005.

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Chapitres de livres sur le sujet "Dungeon and dragons (Game)"

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Lumpkin, Steven. « Procedural Storytelling in Dungeons & ; Dragons ». Dans Procedural Storytelling in Game Design, 257–68. Second edition. | Boca Raton : Taylor & Francis, 2019. : A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9780429488337-23.

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Ciesla, Robert. « Deeper Down the Dungeon ». Dans Game Development with Ren'Py, 145–85. Berkeley, CA : Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4920-8_5.

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Carter, Alexandra. « Using Dungeons and Dragons to Integrate Curricula in an Elementary Classroom ». Dans Serious Games and Edutainment Applications, 329–46. London : Springer London, 2011. http://dx.doi.org/10.1007/978-1-4471-2161-9_17.

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Seifert, Carsten. « Zweites Beispiel-Game : 3D Dungeon Crawler ». Dans Spiele entwickeln mit Unity 5, 491–594. München : Carl Hanser Verlag GmbH & Co. KG, 2015. http://dx.doi.org/10.3139/9783446445802.022.

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Seifert, Carsten, et Jan Wislaug. « Zweites Beispiel-Game : 3D Dungeon Crawler ». Dans Spiele entwickeln mit Unity 5, 529–636. München : Carl Hanser Verlag GmbH & Co. KG, 2017. http://dx.doi.org/10.3139/9783446453685.022.

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Liedl, Janice. « Rocking Cradles and Hatching Dragons ». Dans Game of Thrones versus History, 123–36. Hoboken, NJ, USA : John Wiley & Sons, Inc., 2017. http://dx.doi.org/10.1002/9781119249450.ch9.

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Hosťovecký, Marián, Ferdinand Fojtlín et Erik Janšto. « Mathematical Dungeon : Development of the Serious Game Focused on Geometry ». Dans Advances in Intelligent Systems and Computing, 424–32. Cham : Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19807-7_41.

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Carbonell, Curtis D. « Dungeons and Dragons’ Multiverse ». Dans Dread Trident, 80–108. Liverpool University Press, 2019. http://dx.doi.org/10.3828/liverpool/9781789620573.003.0003.

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This chapter analyses Dungeons and Dragons (D&D) as a case study for the investigation into how a seminal fantasy imaginary world has been represented through 40 years of gametexts. It does so by focusing on the grand metaverse within which players play this game. It sees in the construction of this metaverse critical elements that facilitate the harmonization of the different settings. For example, the different ‘planes’ of existence, as well as a godswar demonstrate how the designers have consistently crafted these imaginary worlds with both an ability to embrace highly textured and disparate details, as well as a sense of continuity and cohesion. This chapter addresses several of the most popular settings, such as Mystara, Greyhawk, Ravenloft, Krynn, Spelljammer, and Planescape. It focuses on the Forgotten Realms as a stellar example of how a fantasy gameworld develops as a shared universe into a realized world.
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Pournelle, Jerry. « Ten Great Computer Games You Should (or Maybe Shouldn’t) Know ». Dans 1001 Computer Words You Need to Know. Oxford University Press, 2004. http://dx.doi.org/10.1093/oso/9780195167757.003.0018.

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Computers aren’t just for writing letters, calculating how much money you’ve lost in the stock market, or e-mailing the entire family about the cancer-stricken boy who is collecting business cards (or is it get-well cards?). No, computers also have a more useful purpose—gaming. Here are ten games that you can waste many hours of your life playing. Tetris (http://www.tetris.com)—Polygons fall from the sky. Make rows of bricks out of the polygons. Repeat. Simple. . .until the polygons are dropping so fast you have less than second to find a place for the current piece and the incomplete rows start building up. . .game over. So you play again. . .you’re addicted. Simple enough for a three year old to play, yet so baffling that the kid will probably outscore you. University students have turned high-rise buildings into giant Tetris games, the record holder being a 15 story academic tower in the Netherlands. Solitaire (probably on your computer right now)—Along with Minesweeper and Hearts, this is how we wasted time at work in the days before we had Internet access at our desks and could check scores on ESPN’s Web site all day. Civilization I/II/III (http://www.civ3.com/)—A sandbox for your Napoleon complex. Start from the Iron Age and lead your people into the nuclear age by investing in scientific research and exploring new terrain. Make friends with other civilizations, or roll your tanks right up to their doorsteps. Deus Ex (http://www.deusex.com/)—Like other first-person shooter games (such as Doom and Quake), this game is gory and not for kids. Unlike Doom and Quake, you don’t have to shoot everything that moves to win. Stealth, non-lethal methods of neutralizing the enemy, and an open mind will get you through this game of near-future intrigue. Everquest (http://everquest.station.sony.com/)—The most well known MMORPG (Massively Multiplayer Online Role Playing Game). Dungeons and Dragons players no longer have to leave their house and interact with real people. This is probably the only game on this list given as a reason for divorce.
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« 2. Dungeons & ; Dragons as Religious Phenomenon ». Dans Dangerous Games, 51–75. University of California Press, 2019. http://dx.doi.org/10.1525/9780520960565-004.

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Actes de conférences sur le sujet "Dungeon and dragons (Game)"

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Louis, Annie, et Charles Sutton. « Deep Dungeons and Dragons : Learning Character-Action Interactions from Role-Playing Game Transcripts ». Dans Proceedings of the 2018 Conference of the North American Chapter of the Association for Computational Linguistics : Human Language Technologies, Volume 2 (Short Papers). Stroudsburg, PA, USA : Association for Computational Linguistics, 2018. http://dx.doi.org/10.18653/v1/n18-2111.

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Liapis, Antonios. « Multi-segment evolution of dungeon game levels ». Dans GECCO '17 : Genetic and Evolutionary Computation Conference. New York, NY, USA : ACM, 2017. http://dx.doi.org/10.1145/3071178.3071180.

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Niel, Remi, et Marco A. Wiering. « Hierarchical Reinforcement Learning for Playing a Dynamic Dungeon Crawler Game ». Dans 2018 IEEE Symposium Series on Computational Intelligence (SSCI). IEEE, 2018. http://dx.doi.org/10.1109/ssci.2018.8628914.

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