Sociology and Role‑Playing Games
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Informal Care and Voluntary Assistance: Innovation in Service Delivery in the North Sea Region Assoc
In For Care Informal care and voluntary assistance: Innovation in service delivery in the North Sea Region Assoc. Prof. Santiago Martinez University of Agder Norway In for Care Project • European North Sea region Interreg VB • 10 partners from 6 different EU countries • Duration: January 2017 - December 2019 • Total budget: 4.457.709 € - ERDF contribution 1.544.667 € Context I • Informal care – In Europe, 80% of all care is provided by informal carers – i.e. people providing usually unpaid care to someone with a chronic disease, disability or any other long-lasting health or care need, outside of a professional or formal framework. They count for more than 100 000 000, 42% of them non- working carers (Eurocarers.org) Context II • Volunteer work – In Norway, 1 out of 3 people has not done any volunteer work in the last year. BUT More than half of them think of doing volunteer work for an activity or matter they are occupied with. (Norwegian Volunteer barometer, 2015) What • improve processes of voluntary work and informal care in service delivery • improve knowledge of how the public sector can innovate in service delivery • develop a Quadruple helix model for informal care and voluntary assistance • provide insight in cost reductions in the formal (care)sector • contribute to new policies and ideas for the health transition combining informal and formal service provision Who 1. University of Agder, Norway (LB) 2. Knutepunkt Sørlandet, Norway (PB) 3. Abertay University, Scotland, UK (PB) 4. University College Syddanmark, Denmark (PB) 5. Länsstyrelsen Värmland, Sweden (PB) 6. Landstinget i Värmland, Sweden (PB) 7. -
Using Video Game Design to Motivate Students
Using Video Game Design to Motivate Students Michael A. Evans, Brett D. Jones, and Sehmuz Akalin Because video games are so popular with young people, (Reiber, 2005) can be particularly useful in fostering in- formal science learning. researchers have explored ways to use game play to en- To add to the knowledge base, we studied how stu- dents used level-based video game development in an gage students in school subjects (Peppler & Kafai, 2007; out-of-school time (OST) setting to learn science con- tent. Building on prior efforts (Evans & Biedler, 2012; Rockwell & Kee, 2011; Small, 2011). Motivating students Evans, Norton, Chang, Deater-Deckard, & Balci, 2013; Evans, Pruett, Chang, & Nino, 2014), we explored how in science is especially important because of declines the project incorporated the video game to support learn- ers’ science motivation. This work with a commercial both in the number of young people who choose science careers and in the number of adults who have a sufficient MICHAEL A. EVANS is an associate professor in the Department of Teacher Education and Learning Sciences at NC State University. He grasp of science to make thoughtful decisions (Bell, Lew- researches the effects of video games and other popular digital me- dia on youth learning and engagement, with a focus on academic enstein, Shouse, & Feder, 2009). relevance. BRETT D. JONES is a professor in the Educational Psychology pro- gram in the School of Education at Virginia Tech. He researches stu- To counter these trends, informal science educators have dent motivation and examines strategies teachers can use to design adopted video games and simulations as teaching tools instruction to support students’ motivation and learning. -
Mainstreaming GPP in the Nordic Countries – a Scoping Study
TemaNord 2012:504 TemaNord Ved Stranden 18 DK-1061 Copenhagen K www.norden.org Mainstreaming GPP in the Nordic countries – a scoping study Mainstreaming GPP in the Nordic countries – a scoping study This report contains the results of a scoping study on the potential for mainstreaming green public procurement in the Nordic coun- tries. The report gives recommendations on how green public pro- curement can be better integrated in other policy areas. The study was financed by the Nordic Council of Ministers’ Working group on Sustainable Consumption and Production. TemaNord 2012:504 ISBN 978-92-893-2315-4 TN2012-504 omslag.indd 1 23-03-2012 07:54:48 Mainstreaming GPP in the Nordic countries – a scoping study Isa-Maria Bergman, Annie Ståhlberg, Rikke Dreyer, Martin Standley and Elva Rakel Jonsdottír TemaNord 2012:504 Mainstreaming GPP in the Nordic countries – a scoping study Isa-Maria Bergman, Annie Ståhlberg, Rikke Dreyer, Martin Standley, Elva Rakel Jonsdottír TemaNord 2012:504 ISBN 978-92-893-2315-4 http://dx.doi.org/10.6027/TN2012-504 © Nordic Council of Ministers, Copenhagen Cover photo: This publication has been published with financial support by the Nordic Council of Ministers. However, the contents of this publication do not necessarily reflect the views, policies or rec- ommendations of the Nordic Council of Ministers. www.norden.org/pub Nordic co-operation Nordic co-operation is one of the world’s most extensive forms of regional collaboration, involv- ing Denmark, Finland, Iceland, Norway, Sweden, and Faroe Islands, Greenland, and Åland. Nordic co-operation has firm traditions in politics, the economy, and culture. -
Ludology Vs. Narratology
ACTA UNIV. SAPIENTIAE, FILM AND MEDIA STUDIES, 9 (2014) 171–188 10.1515/ausfm-2015-0009 Intermediality between Games and Fiction: The “Ludology vs. Narratology” Debate in Computer Game Studies: A Response to Gonzalo Frasca Michalis Kokonis Aristotle University, Thessaloniki, Greece E-mail: [email protected] Abstract: In the last ten or fourteen years there has been a debate among the so called ludologists and narratologists in Computer Games Studies as to what is the best methodological approach for the academic study of electronic games. The aim of this paper is to propose a way out of the dilemma, suggesting that both ludology and narratology can be helpful methodologically. However, there is need for a wider theoretical perspective, that of semiotics, in which both approaches can be operative. The semiotic PERSPECTIVEPROPOSEDALLOWSRESEARCHINTHElELDTOFOCUSONTHESIMILARITIES between games and traditional narrative forms (since they share narrativity to a greater or lesser extent) as well as on their difference (they have different degrees of interaction); it will facilitate communication among theorists if we want to understand each other when talking about games and stories, and it will lead to a better understanding of the hybrid nature of the medium of game. In this sense the present paper aims to complement Gonzalo Frasca’s reconciliatory attempt made a few years back and expand on his proposal.1 Keywords: intermediality, ludology, narratology, semiotics, stories, computer games, gameplay, God-games. The rapid development of digital technologies and the widespread use of computers are signs of radical changes in life, especially in popular culture and entertainment. As a result of the spectacular growth of computer games in culture, a shift in entertainment patterns has been observed. -
Digital Game Studies
MMC 6936-1E88 Digital Game Studies Course Info When: Monday 9:35am-12:35pm Where: Weimer Hall 3020 Instructor: Dr. Yu-Hao Lee E-mail: [email protected] Phone: (352)392-3951 Office hours: Monday 1:00pm-3:00pm or by appointment Office: 3051 Weimer Hall Course Objectives Games and play are fundamental to humans and many animal species. Through play, we learn to think, to solve problems, and to socialize with others. Digital games harness the affordances of human play and the computational capabilities of modern technology, to create designed experiences that motivate and engage players. Today, digital gaming is one of the fastest growing communication industries, surpassing the movie and music industry in terms of annual sales. Over 59% of American households play digital games. However, as a young technology, it has only recently became a field of serious study. This class will focus on the theories and applications of digital games for behavior change, also known as serious games or persuasive games. The focus is in understanding questions such as: Why do people play digital games? How can we make games more engaging? What are the theories that can be applied to designing and using games for behavior change? In this class, students will: Play a number of digital games that are designed for behavior change in the fields of education, health, corporate training, etc. Understand the principles of digital game motivations and engagement. Understand the theories that has been applied to digital games for behavior change. Analyze digital games using scientific methods. Readings There are no required textbooks for this class, all the readings will be posted on the Canvas course site (https://lss.at.ufl.edu) select “e-Learning in Canvas,” and log in using your Gatorlink ID Requirements Moderate discussions: You will work in groups to present the key concepts of each reading, background/theory, research questions/hypotheses, methods, results, conclusions. -
Layout and Cover Monika Hestad
Layout and cover Monika Hestad Illustrations Petter Bøckman Printed at Grimshei trykkeri AS Knutepunkt 2005 partners Norsk Kulturråd Letterstedska forening Library indexing information Dissecting larp – Collected papers for Knutepunkt 2005. Editors; Bøckman, Petter and Hutchison, Ragnhild Previous publications for Knutepunkt As Larp Grows Up, Copenhagen 2003 Beyond Role and Play, Helsinki 2004 Includes bibliographical references. 1. Role Playing – Theory 2. Role Playing – Social Interaction 3. Role Playing – Live Action 4. Role Playing – Application © Respective authors, Knutepunkt. 2005. All rights reserved. Dissecting larp Collected papers for Knutepunkt – 2005, the 9th annual Nordic Conference on larp Edited by Petter Bøckman & Ragnhild Hutchison Knutepunkt Oslo 2005 7 Welcome Introduction 11 Knutepunkt and Nordic Live Role-playing: A crash course - Eirik Fatland Application 23 Live Action Role Playing, Teaching through gaming - Torstein Utne 31 Lived Scenarios, Combining Role-playing and Design - Juha Mox Huuhtanen 43 School of Flour, Developing methodology through eight experimental larps - Mike Pohjola 71 Testing Larp Theories and Methods, Results for Years Zero to One - J. Tuomas Harviainen On larpers and the larp scene 83 Danish larp in numbers - Morten Gade 91 Larp organizing and gender in Norway - Ragnhild Hutchison 105 Profiling the larper, What is actually at stake - Thomas Duus Henriksen Doing larp 125 Nothing is True; Everything is Permissible, Using Deception as a Productive Tool - Markku Jenti 135 Corresponding Expectations, Alternative Approaches to Enhanced Game Presence - J. Tuomas Harviainen 147 Incentives as tools of larp dramaturgy - Eirik Fatland 181 The Collective’s little red book, A step-by-step guide to arranging larps the collective way - Martine Svanevik 189 Quantifying In-game economy, A contribution to the analysis of the in-game economy of larp events - Mathias Lysholm Faaborg. -
Copyright by Kaitlin Elizabeth Hilburn 2017
Copyright by Kaitlin Elizabeth Hilburn 2017 The Report Committee for Kaitlin Elizabeth Hilburn Certifies that this is the approved version of the following report: Transformative Gameplay Practices: Speedrunning through Hyrule APPROVED BY SUPERVISING COMMITTEE: Supervisor: Suzanne Scott Kathy Fuller-Seeley Transformative Gameplay Practices: Speedrunning through Hyrule by Kaitlin Elizabeth Hilburn, B.S. Comm Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Arts The University of Texas at Austin May 2017 Dedication Dedicated to my father, Ben Hilburn, the first gamer I ever watched. Abstract Transformative Gameplay Practices: Speedrunning Through Hyrule Kaitlin Elizabeth Hilburn, M.A. The University of Texas at Austin, 2017 Supervisor: Suzanne Scott The term “transformative” gets used in both fan studies and video game studies and gestures toward a creative productivity that goes beyond simply consuming a text. However, despite this shared term, game studies and fan studies remain fairly separate in their respective examination of fans and gamers, in part due to media differences between video games and more traditional media, like television. Bridging the gap between these two fields not only helps to better explain transformative gameplay, but also offers additional insights in how fans consume texts, often looking for new ways to experience the source text. This report examines the transformative gameplay practices found within video game fan communities and provides an overview of their development and spread. It looks at three facets of transformative gameplay, performance, mastery, and education, using the transformative gameplay practices around The Legend of Zelda: Ocarina of Time (1998) as a primary case study. -
Rhetorics and Mechanics of Player Safety in the Nordic-American Larp
2020 / Homo Ludens 1(13) Rhetorics and mechanics of player safety in the Nordic-American larp discourse Michał Mochocki Kazimierz Wielki University in Bydgoszcz [email protected] | ORCID: 0000-0001-5679-9219 Abstract: This paper investigates the evolution of larp safety in the Nordic- American larp community in the last decade, tracing the correlation between safety rhetorics (opinions, arguments, and policies) and mechanics (explicit rules regulating player interactions). It appears that up to around 2010 there was a general acceptance of risk, with a significant share of responsibility for risk identification and harm prevention put on the player. This correlates with mechanics such as safety words, which expected players in distress to actively signal their discomfort. Safety measures expected from the organisers consisted mainly in providing safe off-game spaces, emotional support, and intervention whenever something harmful happened. Around 2014 the safety debate put a larger share of responsibility on players initi- ating potentially troubling interactions. This correlates with the ‘OK check’ mechanics which requires communication between the initiator and the target of such interactions. Around 2016 the safety debate moved to the position in which it requires organisers and participants to do their best to prevent harm from ever happening. This finds its expression in the rapidly expanding toolkit of mechanics of consent and calibration, which clearly put responsibility for overstepping someone’s boundaries on the one who over- steps. To simplify, the first approach obliged players and organisers to taking care of those who signalled they needed it. The second approach required caution and care in testing someone’s boundaries. -
An Introduction to Video Game Studies
Syllabus 4/1 (2015) B. G. Behrenshausen, “How to Play the Games of Truth” HOW TO PLAY GAMES OF TRUTH: AN INTRODUCTION TO VIDEO GAME STUDIES Bryan G. Behrenshausen, University of North Carolina, Chapel Hill INTRODUCTORY ESSAY Ten years ago, self-professed ludologist Markku Eskelinen (2004) was able to state (and rather boldly) that “it is relatively stress-free to write about computer games, as nothing too much has been said yet, and almost anything goes” (p. 36). In the intervening decade, scholars have said much about video and computer games—so much, in fact, that they’ve devoted entire conferences, academic journals, and monograph series exclusively to the subject. Writing about video games today is no longer the carefree affair Eskelinen described (or perhaps imagined) in the halcyon days of the early aughts. Rules apply. Intellectual debts exist. Territories are, in many cases, starkly defined. In short, video game studies now exist as a vibrant intellectual field, and it bears all the trappings of that designation. Three years prior to Eskelinen’s breezy statement about the ease of speaking on video games, the work of establishing this new intellectual domain was already underway. Espen Aarseth proclaimed 2001 “Year One of Computer Game Studies as an emerging, viable, international, academic field” (para. 2, emphasis in original), noting that: Today we have the possibility to build a new field. We have a billion dollar industry with almost no basic research, we have the most fascinating cultural material to appear in a very long time, and we have the chance of uniting aesthetic, cultural and technical design aspects in a single discipline. -
Violent Video Games: the Newest Media Violence Hazard
Name /mea_gentil_106027/106027_07/Mp_131 10/16/2003 02:46PM Plate # 0 pg 131 # 1 CHAPTER 7 Violent Video Games: The Newest Media Violence Hazard Douglas A. Gentile and Craig A. Anderson In 1972, a new form of entertainment became commercially available with the release of the video game Pong. In Pong, two players tried to “hit” an electronic “ball” back and forth. From these humble beginnings, a revolution in the entertainment industry was born. Interactive game revenues are now significantly greater than the domestic film industry (“Industrial Strengths,” 2000). Worldwide video games sales are now at $20 billion annually (Cohen, 2000). The PlayStation video game console, which began as a side project at Sony, now represents $6 billion of the company’s $20 billion in annual sales (Cohen, 2000). It is reasonable to question whether video games may have similar effects to the effects of other entertainment media. In this chapter the term video game will be used to describe games played on video game consoles (e.g., PlayStation), on computers, or on hand-held video game devices (e.g., GameBoy). TIME SPENT WITH VIDEO GAMES Video games have become one of the dominant entertainment media for children in a very short time. In the mid-1980s, children averaged about four hours a week playing video games, including time spent playing at home and in arcades (Harris & Williams, 1985). By the early 1990s, home video game use had increased and arcade play had decreased. The average amount was still fairly low, averaging about two hours of home play per week for girls, and about four hours of home play per week for boys (Funk, 1993). -
Literature Review on the Impact of Playing Violent Video Games on Aggression
Literature review on the impact of playing violent video games on aggression September 2010 © Commonwealth of Australia 2010. This work is copyright. You may download, display, print and reproduce this material in unaltered form only (retaining this notice) for your personal, non-commercial use or use within your organisation. Apart from any use as permitted under the Copyright Act 1968, all other rights are reserved. Requests and inquiries concerning reproduction and rights should be addressed to Commonwealth Copyright Administration, Attorney General’s Department, 3-5 National Circuit, Barton ACT 2600 or posted at http://www.ag.gov.au/cca 2 Contents Synopsis ............................................................................................................................................... 5 Introduction ........................................................................................................................................ 6 Key terms and concepts ..................................................................................................................... 7 Correlation and effect sizes ............................................................................................................. 7 Study designs .................................................................................................................................. 8 Experimental research ............................................................................................................ 8 Correlational or cross-sectional -
Stockholm Studies in Sociology New Series 56
ACTA UNIVERSITATIS STOCKHOLMIENSIS Stockholm Studies in Sociology New series 56 The Sociality of Gaming A mixed methods approach to understanding digital gaming as a social leisure activity. Lina Eklund © Lina Eklund and Acta Universitatis Stockholmiensis 2012 ISSN 0491-0885 ISBN (digital version): 978‐91‐87235‐11‐5 ISBN (printed version): 978‐91‐87235‐12‐2 Printed in Sweden by US-AB, Stockholm 2012 Distributor: Stockholm University Library Cover image: P.B. Holliland Author photo: Carlis Fridlund To my father, for all the things we dream of and all the things we do Contents List of studies .........................................................................................viii Preamble ................................................................................................... 1 Part 1: Introduction ................................................................................. 3 Digital Gaming ...................................................................................................... 3 The Sociality of Gaming ...................................................................................... 7 Aims ........................................................................................................................9 Part 2: Background ............................................................................... 10 Game and Play.................................................................................................... 10 Defining and understanding games ...............................................................