نتایج جستجو برای: tabletop role playing game
تعداد نتایج: 1359223 فیلتر نتایج به سال:
Playing games has always been a joint activity. New hardware developments such as multi-user touch-sensitive tabletop surfaces offer new possibilities to support games with information technology. This paper analyzes the properties of games that are relevant for choosing an appropriate hardware setup, e.g. the need for public or personal data for different players. These properties lead us to a...
The aim of the article is to present phenomenon using second-person narrative in tabletop role-playing games. Despite its ambiguous status literary projects, dyadic basic component pen-and-paper RPGs. In introduction, author briefly introduces specificity text-based games and history their creation. Then most popular systems, such as Dungeons & Dragons or Vampire: The Masquerade, wer...
The tangible interaction approach has, in recent years, become a promising alternative to tactile interaction for very young children. Children playing with Tangible User Interfaces (TUI) are motivated by the novel and digital environment and benefit from the same values as conventional physical playing. Young children build their mental image of the world through action and motor responses and...
background: nowadays computer games are one of the main entertainments for children and adolescents. there are different results about positive and negative impacts of these games. the aim of this study was the survey of relationship between playing computer games and aggression in guidance school students of kermanshah city in 2012. methods: in this cross sectional study, 573 student selected ...
We study the temporal evolution of different types of guilds in the massively multiplayer online role playing game WORLD OF WARCRAFT R © . Given a large corpus of observations of online activities of players, we apply convex-hull non-negative matrix factorization to cluster our data of about 1,400,000 guilds into well interpretable prototypes. Given these prototypes, we analyze guild formation ...
Millions of people interact in the context of massively-multi-player-online-role-play-games (MMORPGs). Here we address whether MMORPG usernames convey accurate information about users’ personalities. Impressions based on email addresses show some accuracy but MMORPG’s are different because they provide little accountability, with little expectation that users will ever meet in person. We assess...
What are the affordances of online gaming environments for second language learning and socialization? To answer this question, this qualitative study examines two college-age Spanish learners’ experiences participating in the Spanish language version of the massively multiplayer online game World of Warcraft. Using data culled from participant observation, interviews, logs of in-game chat, and...
As the geolocation capabilities of smartphones continue to improve, developers have continued to create more innovative applications that rely on this location information for their primary function. This can be seen with Niantic’s release of Pokémon GO, which is a massively multiplayer online role playing and augmented reality game. This game became immensely popular within just a few days of ...
The paper proposes an approach to modeling online multiplayer systems users’ behavior and segmentation in terms of usage patterns. The solutions presented, are based on analysis of time series in the real and virtual time dimension. The proposed method can be applied in the field of community platforms, virtual worlds and massively multiplayer online systems to capture quantitative characterist...
In this essay, I argue that human play is fundamentally selfish. Characteristics of individual and selfish play are observed and described within pve and pvp contexts of the MMORPG City of Heroes/Villains (Cryptic Studios). Analysis of player behaviors demonstrates the degree to which groups within MMORPGs attempt to restrict and transform individual and selfish play. In general, social play wi...
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