Roleplaying Games in the Digital Age

Roleplaying Games in the Digital Age

Such shifts elicit new scholarly perspectives. This collection includes essays on the transmedia ecology that has connected analog with digital and audio spaces.

Author: Stephanie Hedge

Publisher: McFarland

ISBN: 9781476676869

Category: Games & Activities

Page: 241

View: 683

The Digital Age has created massive technological and disciplinary shifts in tabletop role-playing, increasing the appreciation of games like Dungeons & Dragons. Millions tune in each week to watch and listen to RPG players on podcasts and streaming platforms, while virtual tabletops connect online players across the world. Such shifts elicit new scholarly perspectives from a variety of disciplines. This collection includes essays on the transmedia ecology that has connected analog with digital and audio spaces. Essays explore the boundaries of virtual tabletops and how users engage with a variety of technology to further role-playing. Authors map the growing diversity of the TRPG fandom and detail how players interact with RPG-related podcasts. Interviewed are content creators like Griffin McElroy of The Adventure Zone podcast, Roll20 co-creator Nolan T. Jones, board game designers Nikki Valens and Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz. These essays and interviews expand the academic perspective to reflect the future of role-playing.
Categories: Games & Activities

Roleplaying Games in the Digital Age

Roleplaying Games in the Digital Age

Roleplaying Games in the Digital Age Essays on Transmedia Storytelling,. Being Dragonborn: Critical Essays on the The Elder Scrolls V: Skyrim (Edited by Mike Piero and Marc A. Ouellette, 2021) Playing with the Guys: Masculinity and ...

Author: Stephanie Hedge

Publisher: McFarland

ISBN: 9781476642017

Category: Games & Activities

Page: 241

View: 102

The Digital Age has created massive technological and disciplinary shifts in tabletop role-playing, increasing the appreciation of games like Dungeons & Dragons. Millions tune in each week to watch and listen to RPG players on podcasts and streaming platforms, while virtual tabletops connect online players across the world. Such shifts elicit new scholarly perspectives from a variety of disciplines. This collection includes essays on the transmedia ecology that has connected analog with digital and audio spaces. Essays explore the boundaries of virtual tabletops and how users engage with a variety of technology to further role-playing. Authors map the growing diversity of the TRPG fandom and detail how players interact with RPG-related podcasts. Interviewed are content creators like Griffin McElroy of The Adventure Zone podcast, Roll20 co-creator Nolan T. Jones, board game designers Nikki Valens and Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz. These essays and interviews expand the academic perspective to reflect the future of role-playing.
Categories: Games & Activities

The Minds Behind Shooter Games

The Minds Behind Shooter Games

... Systems, Experiences and Ideologies (Douglas Brown, Esther MacCallum-Stewart, editors, 2020) Roleplaying Games in the Digital Age: Essays on Transmedia Storytelling, Tabletop RPGs and Fandom (Stephanie Hedge and Jennifer Grouling, ...

Author: Patrick Hickey, Jr.

Publisher: McFarland

ISBN: 9781476641782

Category: Games & Activities

Page: 273

View: 762

Featuring interviews with the creators of 39 popular video games--including Halo 3, Call of Duty: Modern Warfare, Medal of Honor and Metroid Prime--this book gives a behind-the-scenes look at the origins of some of the most iconic shooter games. Interviewees recount endless hours of painstaking development, the challenges of working with mega-publishers, the growth of the genre and the creative processes that produced some of the industry's biggest hits, cult classics and indie successes.
Categories: Games & Activities

Learning and Instruction in the Digital Age

Learning and Instruction in the Digital Age

... originally, mainly in games and only in single-player mode. Later, multiplayer modes were added and because of increased use and growing Internet bandwidth, the massive online roleplaying game mode was added to 3D games, ...

Author: J. Michael Spector

Publisher: Springer Science & Business Media

ISBN: 9781441915511

Category: Education

Page: 404

View: 620

Instruction tailored to the individual student, learning and teaching outside the limits of time and space—ideas that were once considered science fiction are now educational reality, with the prospect of an intelligent Web 3.0 not far distant. Alongside these innovations exists an emerging set of critical-thinking challenges, as Internet users create content and learners (and teachers) take increased responsibility in their work. Learning and Instruction in the Digital Age nimbly balances the technological and pedagogical aspects of these rapid changes, gathering papers from noted researchers on a wealth of topics relating to cognitive approaches to learning and teaching, mental models, online learning, communications, and innovative educational technologies, among them: Cognition and student-centered, Web-based learning, The progression of mental models throughout a course of instruction, Experiencing education with 3D virtual worlds, Expanding educational boundaries through multi-school collaboration, Adapting e-learning to different learning styles, The student blog as reflective diary. With its blend of timely ideas and forward thinking, Learning and Instruction in the Digital Age will enrich the work of researchers in educational psychology, educational technology, and cognitive science.
Categories: Education

The Electronic Church in the Digital Age Cultural Impacts of Evangelical Mass Media 2 volumes

The Electronic Church in the Digital Age  Cultural Impacts of Evangelical Mass Media  2 volumes

See Massively multiplayer online role-playing games (MMORPGs) defined Moderation narrative, 158–60. See also SOLA guild members' communications about Final Fantasy XIV: A Realm Reborn ...

Author: Mark Ward Sr.

Publisher: ABC-CLIO

ISBN: 9781440829918

Category: Religion

Page: 611

View: 970

This two-volume set investigates the evangelical presence in America as experienced through digital media, examining current evangelical ideologies regarding education, politics, family, and government. • Compares and contrasts evangelical media across time and across platforms • Provides insight into the influence of the electronic church in the digital age • Documents the reach of the electronic church through radio, TV, and digital media • Reports what evangelical mass media is saying about today's key issues • Considers how voices within religious mass media persuade or dissuade the American public with their discourse
Categories: Religion

Work in the Digital Age

Work in the Digital Age

In 2014, a group of male gamers that was ostensibly angry about journalistic ethics and promotion of games, ... A gold farmer's job is to play a massively multiplayer online roleplaying game (MMO) every full day of the week.

Author: Miriam A. Cherry

Publisher: Wolters Kluwer

ISBN: 9781543823288

Category: Law

Page: 400

View: 105

The first of its kind, this coursebook examines the work of the future. Work in the Digital Age: A Coursebook on Labor, Technology, and Regulation focuses on certain technologies: the platform economy and gig work, big data and people analytics, gamification, artificial intelligence and algorithmic management, blockchain technology, drones, and 3D printing. The book provides perspectives on these new and emerging technologies from employers, unions, individual workers, national courts and governments, and international organizations. Altogether, the book questions whether current systems of labor and employment regulation are adequate and appropriate to respond to these new technologies. Finally, the book examines potential policy solutions to technological unemployment including universal basic income, shorter hours, and job guarantees. The best way to shape the future of work is to create the policy changes that we wish to see now, and this book provides a blueprint for thinking about a future of work that is productive, efficient, equitable, and sustainable. Professors and student will benefit from: A focus on certain technologies: The platform economy and gig work Big data and people analytics Gamification Artificial intelligence and algorithmic management Blockchain technology Drones 3D printing Global perspectives on these new and emerging technologies from employers, unions, individual workers, national courts and governments, and international organizations Exploration of whether new systems of labor and employment regulation are necessary to better respond to these new technologies Discussion of potential policy solutions to technological unemployment including universal basic income, shorter hours, and job guarantees Notes and Questions, Problems, Exercises, and Examples, to help reinforce concepts and issues
Categories: Law

The Role Playing Society

The Role Playing Society

Essays on the Cultural Influence of RPGs Andrew Byers, Francesco Crocco. Learning, and Society: Learning and Meaning in the Digital Age, edited by Constance Steinkuehler, Kurt Squire, and Sasha Barab. Cambridge: Cambridge University ...

Author: Andrew Byers

Publisher: McFarland

ISBN: 9781476623481

Category: Games & Activities

Page: 320

View: 597

Since the release of Dungeons & Dragons in 1974, role-playing games (RPGs) have spawned a vibrant industry and subculture whose characteristics and player experiences have been well explored. Yet little attention has been devoted to the ways RPGs have shaped society at large over the last four decades. Role-playing games influenced video game design, have been widely represented in film, television and other media, and have made their mark on education, social media, corporate training and the military. This collection of new essays illustrates the broad appeal and impact of RPGs. Topics range from a critical reexamination of the Satanic Panic of the 1980s, to the growing significance of RPGs in education, to the potential for “serious” RPGs to provoke awareness and social change. The contributors discuss the myriad subtle (and not-so-subtle) ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture.
Categories: Games & Activities

Mental Health in the Digital Age

Mental Health in the Digital Age

Social anxiety, perceived real and virtual world social support, and problematic use among massively multiplayer online roleplaying game players. Unpublished Honours Thesis, University of North Carolina. Parks, M. R., & Floyd, R. (1996) ...

Author: Sheri Bauman

Publisher: Springer

ISBN: 9781137333179

Category: Psychology

Page: 184

View: 936

This book examines the intersection of mental health and digital technology to make informed decisions about the new options provided by digital technology. It highlights the rise in online therapy and social media and examines the ethical dilemmas involved in online research to suggest that the benefits created far outweigh the possible risks.
Categories: Psychology

Indie Games in the Digital Age

Indie Games in the Digital Age

The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and ...

Author: M.J. Clarke

Publisher: Bloomsbury Publishing USA

ISBN: 9781501356445

Category: Social Science

Page: 240

View: 911

A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.
Categories: Social Science

Research Methods for Education in the Digital Age

Research Methods for Education in the Digital Age

The challenges of ethnographic research for education in the digital age mean that particular issues require consideration: 1 Use of field notes: What are field notes and ... in open spaces such as virtual world and roleplaying games?

Author: Maggi Savin-Baden

Publisher: Bloomsbury Publishing

ISBN: 9781474245661

Category: Education

Page: 296

View: 941

What is research in education? And what is it for in a digital age? Reflecting upon these questions, this engaging introduction provides critical discussion about the dilemmas of researching education in the digital age and ways forward for research in this complex area. Research Methods for Education in the Digital Age begins by outlining forms of education that are seen as digital, such as virtual, blended, immersive learning and examining the extent to which these are different or just adapted versions of earlier methods and approaches to education. Maggi Savin-Baden and Gemma Tombs explore current practices in research, identifying the successful adoption and adaption of theories and present practical guidance on new and emerging methodologies, methods, and analytical practices for undertaking educational research. New methodologies discussed include digital arts-based inquiry and digital visual methodologies, as well as adaptations of widely used methodologies such as ethnography, for the specific needs of researching digital teaching and learning. The book outlines the major challenges faced by today's digital researchers, exploring approaches to digital ethics, the relationship between qualitative and quantitative data in the digital age, digital data representations and portrayal and suggests helpful ways of dealing with the complexities and ethical challenges of undertaking research in and for digital spaces. Using case studies, research tips, a glossary and annotated further reading, the authors take a step by step approach from conceptualizing the research ideas, selecting the appropriate method to the dissemination of the findings. At a time when education is changing rapidly with digital and technological advances, Research Methods for Education in the Digital Age is essential reading for researchers wanting to undertake sound and rigorous research in the digital domain.
Categories: Education