The Invisible Rules of Role-Playing the Social Framework of Role
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International Journal of Role-Playing
International Journal of Role-Playing The aim of The International Journal of Role-Playing is to act as a hybrid knowledge network, and bring together the varied interests in role-playing and the associated knowledge networks, e.g. academic research, the games and creative industries, the arts and the strong role- playing communities. Editorial The Many Faces of Role- The Invisible Rules of Role- Playing Games Playing. The Social The International Journal of Framework of Role-Playing Role-Playing is a response to a By examining a range of role- Process growing need for a place where playing games some common the varied and wonderful fields of features of them emerge. This This paper looks at the process of role-playing research and - results in a definition that is role-playing that takes place in development, covering academia, more successful then previous various games. Role-play is a the industry and the arts, can ones at identifying both what is, social activity, where three exchange knowledge and and what is not, a role-playing elements are always present: An research, form networks and game. imaginary game world, a power communicate. structure and personified player Michael Hitchens characters. Anders Drachen Anders Drachen Editorial Board IJRP Macquirie University Markus Montola Australia University of Tampere Finland 2 3-21 22-36 Roles and Worlds in the Seeking Fulfillment: A Hermeneutical Approach to Hybrid RPG Game of Comparing Role-Play In Role-Playing Analysis Oblivion Table-top Gaming and World of Warcraft This is an article about viewing Single player games are now role-playing games and role- powerful enough to convey the Through ethnographic research playing game theory from a impression of shared worlds with and a survey of World of hermeneutical standpoint. -
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. -
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. -
Sociology and Role‑Playing Games
This document is downloaded from DR‑NTU (https://dr.ntu.edu.sg) Nanyang Technological University, Singapore. Sociology and role‑playing games Williams, James Patrick; Kirschner, David; Mizer, Nicholas; Deterding, Sebastian 2018 Williams, J. P., Kirschner, D., Mizer, N., & Deterding, S. (2018). Sociology and role‑playing games. In Zagal, J. P. & Deterding, S. (Eds.), Role‑Playing Game Studies (pp.227‑244). Transmedia Foundations. New York: Routledge. https://hdl.handle.net/10356/104799 © 2018 Routledge. All rights reserved. This paper was published in Role‑Playing Game Studies and is made available with permission of Routledge. Downloaded on 29 Sep 2021 11:56:15 SGT 12 Sociology and Role-Playing Games J. Patrick Williams; David Kirschner; Nicholas Mizer, Sebastian Deterding This is an Accepted Manuscript of a book chapter published by Routledge in Role-Playing Game Studies: Transmedia Foundations on April 4, 2018, available online: https://www.routledge.com/Role-Playing-Game-Studies-Transmedia- Foundations/Deterding-Zagal/p/book/9781138638907 Please cite as: Williams JP, Kirschner D, Mizer N, & Deterding S. (2018). “Sociology and Role-Playing Games.” In Zagal, José P. and Deterding, S. (eds.), Role-Playing Game Studies: Transmedia Foundations. New York: Routledge [227-244]. " What is sociology, what do sociologists study and how do they study it? One of the largest professional organizations in the world, the American Sociological Association (n.d.), describes sociology as “a social science involving the study of the social lives of people, groups, and societies; the study of our behavior as social beings, covering everything from the analysis of short contacts between anonymous individuals on the street to the study of global social processes; [and] the scientific study of social aggregations, the entities through which humans move throughout their lives.” Sociology is concerned with most aspects of human social life. -
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. -
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. -
The Self-Reflexive Tebletop Role-Playing Game
Issue 05 – 2016 Journal –Peer Reviewed EVAN TORNER University of Cincinnati [email protected] The Self-Refexive Tebletop Role-Playing Game ABSTRACT Tabletop role-playing games combine performance, procedures, and improvi- sation to both tell stories and refect on the nature of storytelling. This article discusses the three games 1,001 Nights by Meguey Baker, What Is a Role-Playing Game? by Epidiah Ravachol, and World Wide Wrestling by Nathan D. Paoletta in terms of how their procedures of play and framing devices comment on the tabletop role-playing game medium. Taken together, these three “games on games” demonstrate the inherent tensions of player motivation, collective fction creation, and selling a “performance” to one’s fellow players, and how RPG theory helps us to understand them. KEYWORDS: Analog games, Role-playing games, self-refexivity, 1,001 Nights, World Wide Wrestling INTRODUCTION Contemporary game studies frequently ignores analog (i.e., board, card, social, dice, tabletop and live-action role-playing) games in favor of video games (Torner, Trammell, Waldron, 2014). Yet the feld does so at its own peril. TRPGs are formidable “simulation engines” in their own right (Dor- mans, 2006) and form the substratum of most modern video games (Barton, 2008; Peterson, 2012), including blockbuster titles such as Mass Efect (2007) and Fallout 4 (2015). Afordances and constraints of video games have con- versely impacted tabletop role-playing game (TRPG) design, such as World of Warcraf’s (2004) infuence on 4th Edition Dungeons and Dragons (2008). Design principles and their ideological propositions cut across boundaries of game- play. The below discussion of self-refexivity in TRPGs thus has ramifcations beyond just the small role-playing game theory community, ofering a means of evaluating and interpreting the meaning of games as texts within broader social frameworks of reference. -
Advertising Rates
MEDIA-DATEN November 2014 ADVERTISING RATES INTERNATIONAL General information Portrait Appearance and is circulating in national and international LARP forums. An english adaption of the ger- Format. .DIN A 4, 210 x 297 mm man LARPzeit, the oldest existing Type area . .182 x 254 mm Publishing House magazine for Live Roleplaying. The Produktionsdaten english edition appears annually and contains contributions to con- Print . .offset printing, 60´s screen Zauberfeder GmbH ventions, concept reports, inter- Paper inner section . illustration views, do-it-yourself-contributions printing paper matt, 90 g/m2 Witzlebenstraße 2 38116 Braunschweig etc. from all over the world. Binding . .two-way wire attaching Germany Readers Frequency of publication . annually Circulation Advertisement (0049) 178-694 04 50 Live Roleplayers and other people Publishing House (0049) 531-208 27 16 who are interested in Fantasy. The 6300 Copies Fax (0049) 531-215 78 47 readership covers both male and Distribution female clientele and the majority of [email protected] the target group belongs to the age Free distribution to specialized www.larpzeit.de between 16 and 35 years. shops, on international LARP-Con- Managing Director: Christian Schmal, ventions (e.g. Knutepunkt in Den- Tara Tobias Moritzen Distribution area Commercial register: Amtsgericht mark, GNiales in France, LarpFest in Braunschweig, HRB 200802 Belgium, Canada, Denmark, Finland, Slowakia, LarpSymposium in Italy) Tax number: 13/205/01750 France, Great Britain, Luxembourg, and selected Live Roleplay Conven- VAT Registration Number: DE252183089 the Netherlands, Norway, Poland, tions (Avatar in Belgium, ElfFanta- Place of jurisdiction for both parts is Braunschweig, Germany Italy, Israel, Russia, Switzerland, syFair in the Netherlands, Gathering Sweden, Spain, Czech Republic, in Great Britain). -
Design Agency: Dissecting the Layers of Tabletop Role- Playing Game Campaign Design
DESIGN AGENCY: DISSECTING THE LAYERS OF TABLETOP ROLE- PLAYING GAME CAMPAIGN DESIGN A Thesis Presented to The Academic Faculty by Travis M. Gasque In Partial Fulfillment of the Requirements for the Degree Masters of Science in Digital Media in the School of Literature, Media, and Communication Georgia Institute of Technology May 2016 COPYRIGHT © 2016 BY TRAVIS GASQUE DESIGN AGENCY: DISSECTING THE LAYERS OF TABLETOP ROLE- PLAYING GAME CAMPAIGN DESIGN Approved by: Dr. Brian Magerko, Advisor Dr. Jay Bolter School of Literature, Media, and School of Literature, Media, and Communication Communication Georgia Institute of Technology Georgia Institute of Technology Dr. Janet Murray Dr. Lisa Yaszek School of Literature, Media, and School of Literature, Media, and Communication Communication Georgia Institute of Technology Georgia Institute of Technology Date Approved: April 28, 2016 TABLE OF CONTENTS Page LIST OF TABLES vi LIST OF FIGURES vii LIST OF ABBREVIATIONS viii SUMMARY ix CHAPTER 1 Introduction 1 2 Interactive Narrative Theory 4 3 Narrative Design Languages 10 4 Digital Example of Aesthetic Divergence 16 Spec Ops: The Line 17 Undertale 21 Gone Home 25 Façade 27 5 Tabletop RPG History 34 6 Dungeons and Dragons as a Lens for RPG Medium 44 Original Dungeons and Dragons (1974-1977) 44 Basic Set (1977-2000) / Advanced Dungeons and Dragons (1977-1985) 45 Advanced Dungeons and Dragons 2nd Edition (1989-2000) 47 Dungeons and Dragons 3rd / 3.5 Edition (2000-2008) 48 iv Dungeons and Dragons 4th Edition (2008-2014) 49 Dungeons and Dragons 5th Edition -
FULLTEXT01.Pdf
http://www.diva-portal.org This is the published version of a paper published in International Journal of Role-playing. Citation for the original published paper (version of record): Lankoski, P., Järvelä, S. (2012) An Embodied Cognition Approach for Understanding Role-playing. International Journal of Role-playing, 3: 18-32 Access to the published version may require subscription. N.B. When citing this work, cite the original published paper. Permanent link to this version: http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-17816 International Journal of Role-Playing - Issue 3 An Embodied Cognition Approach for Understanding Role-playing Popular abstract - The article proposes that the theories of grounded cognition and embodiment can be utilized in explaining the role-playing experience. Embodied cognition theories assume that cognition is not only a feature of the brain, but the body as a whole and it is interaction with the environment it operates in. Grounded cognition proposes that an action, perceiving an action, and thinking about an action rely on the same processes. Moreover, knowledge is inseparably grounded to bodily states and modalities. Based on the grounded cognition theory and especially embodiment, we argue the character immersion and bleed are natural consequences on how the brain works. Also we illustrate how the operation of simulators explains some of the central features in the creation of fiction and it is similarities to our everyday experiences. In general, grounded cognition provides a rather simple explanation how fiction is experienced as in this theoretical framework action and thinking about an action largely utilize the same brain mechanics and so are phenomenally similar. -
Sustainable Innovation Concepts in the North Sea Region and Presents Papers on the Topic Which Were Presented During the Seminar Session at the Conference
Table of Contents Foreword...........................................................................................................................................1 Introduction and Background ............................................................................................................2 Sustainable Innovation – Background Paper as Presented at the Annual Conference 09...............3 Overview of the Thematic Sessions..................................................................................................5 Thematic Session on Innovation – Summary ...................................................................................7 A Methodology for Transnational Knowledge Transfer to Increase the Competitiveness of Microcompanies Utilising Lean Manufacturing (ERIP)......................................................................8 Innovative Concepts for Transnational Education and Research in Maritime Transport (NMU).....17 SCRAN: the SmartCities (inter) Regional Academic Network Supporting the Development of eGovernment Services ...................................................................................................................29 Thematic Session on Environment – Summary..............................................................................36 Maritime Eco-Innovation – Regional Opportunities from the International Arena (Ballast Water Opportunity) ....................................................................................................................................38 Transnational -
NSR Interreg Project
NSR Interreg project URBan and rurAL development, Reaching a balance in space. European Union The European Regional Development Fund Structure of presentation Looking back: URBAL Looking forward: SURF European Union The European Regional Development Fund Looking back Start 2004, end 2006 Budget: € 7 mln URBAL had 6 partners: Netherlands: Province of Overijssel, Lead partner Sweden: Municipality of Härryda Belgium: Regional Landscape Meetjesland Norway: Knutepunkt Sørlandet UK: North Yorkshire County Council Germany: TuTech (Hamburg-Harburg) European Union The European Regional Development Fund Looking back Why URBAL? Perspective of Growth -> collision between urban and rural needs ->mismatch A quest for balance, a balance between rural and urban areas European Union The European Regional Development Fund Looking back How URBAL? Integrated approach Awareness of decisionmakers Win-win-strategies for both urban and rural areas European Union The European Regional Development Fund Looking back For a better management of the URBAL area 3 main problems have priority: 1. Imbalanced opportunities and imbalanced dynamics 2. Fragmented governance 3. Competition for land European Union The European Regional Development Fund Looking back 4 main objectives: 1. To raise awareness amongst local decison makers 2. To develop understanding of how to manage URBAL space 3. To better understand the spatial implications of sectoral policies 4. To develop practical actions leading to a balanced development European Union The European Regional Development Fund