نتایج جستجو برای: tabletop role playing game
تعداد نتایج: 1359223 فیلتر نتایج به سال:
In this study, Science Applications International Corporation (SAIC) and Georgia Institute of Technology (GT) developed a quantitative-qualitative mixed methods research technique to investigate the extent to which real world characteristics of Massively Multiplayer Online Role-Playing Game (MMORPG) players can be predicted based on the characteristics and behavior of their avatars. SAIC used t...
In this paper we argue that Massively Multiplayer Online Games (MMOGs), also known as Large Games are an interesting research tool for policy experimentation. One of the major problems with lawmaking is that testing the laws is a difficult enterprise. Here we show that the concept of an MMOG can be used to experiment with environmental laws on a large scale, provided that the MMOG is a real gam...
Although conflict is widely acknowledged as critical to virtual teams, little is known regarding the interplay between different types of conflict and the corresponding conflict management styles in virtual teams. This paper examines the influence of relationship as well as process conflict on team performance together with adequate conflict management styles. Using survey and archival data fro...
0747-5632/$ see front matter 2012 Elsevier Ltd. A http://dx.doi.org/10.1016/j.chb.2012.04.018 ⇑ Corresponding author. E-mail addresses: [email protected] (B.D. Hom edu (E.O. Hayward), [email protected] (J. Frye), ja The present study explores the relation among different characteristics of preadolescents and their video game habits and preferences. Specifically, the predictive power of age...
This paper proposes a model for co-creation of games as alternative media. The model uses actual play practices to understand the political and cultural influence co-creation might have in the relationship between the owner of the game and the players. The model requires for player creation of a text or communication infrastructure that changes the properties of the game from which play emerges...
Despite offering themselves as universes vastly alternative to our own, the majority of 3D Massively Multiplayer Online Role Playing Games work to a strict profi le of reward systems which serve to group players and places around sets of action types. In contradiction to the promised inexhaustibility of a “VR,” today’s MMORPGs are designed and held together by amplifi ed constructions of passag...
This study analyzes the change of MMORPG in terms of conversion of narrative mode and discusses user identity according to the narrative mode, focused on and . These two games represent the conversion of narrative mode from Romance which has ideal story for it’s main plot, to Irony, which has no background story. This change leads players to have performative persona ...
MMORPGs are an increasingly popular form of entertainment, yet are limited in their ability to tell stories when compared to other media. This paper analyses some of the underlying reasons for this inability, using techniques form narrative analysis. One of the basic problems identified is that the design of MMORPGs inhibits the use of techniques used in other media to create engaging stories b...
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