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This book engages non-digital role-playing games—such as table-top RPGs and live-action role-plays—in and from Japan, to sketch their possibilities and fluidities in a global context. Currently, non-digital RPGs are experiencing a second boom worldwide and are increasingly gaining scholarly attention for their inter-media relations. This study concentrates on Japan, but does not emphasise unique Japanese characteristics, as the practice of embodying an RPG character is always contingently realised. The purpose is to trace the transcultural entanglements of RPG practices by mapping four arenas of conflict: the tension between reality and fiction; stereotypes of escapism; mediation across national borders; and the role of scholars in the making of role-playing game practices.
Handbuch für Autorinnen und Autoren – Informationen und Adressen aus dem deutschen Literaturbetrieb und der Medienbranche E-Book-Ausgabe 2021, basierend auf der 8., völlig überarbeitete und erweiterte Ausgabe 2015 Herausgegeben von Sandra Uschtrin und Heribert Hinrichs Uschtrin Verlag, Inning am Ammersee 2021
This book constitutes the refereed proceedings of the 9th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2017, held as part of HCI International 2017 in Vancouver, BC, Canada. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 45 papers presented in this volume were organized in topical sections named: developing virtual and augmented environments; interaction techniques in VAMR; VAMR in education and training; virtual worlds and games; user experience in VAMR; and health issues in VR.
Die Dissertation Role Playing Materials untersucht die materielle Seite von Larp, Mixed Reality und Pen'n'Paper Rollenspielen. Wie kooperieren Gewandung, Virtuelle-Realität-Brille, oder ein Bleistift mit Erzählung und Spielregeln? Neben Antworten auf diese Frage versucht das Buch das Verständnis von Rollenspiel als eine Handlung zu erweitern, die nicht nur von Menschen geprägt wird. Role Playing Materials examines how larp, mixed and tabletop role-playing games work. Costumes, computers, pen and paper are not passive elements. Materials change and are changed during role-playing game sessions, because they work together with narrative and ludic elements. If we think about materials as social elements, how do they make role-playing games work? To answer this question, Role Playing Materials draws on ethnographic fieldwork among role-playing communities in Germany. The analysis draws upon the fields of game studies, and science, technology and society studies.
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Die PHANTASTISCH! ist eine Zeitschrift für Science Fiction, Fantasy und Horror. Sie erscheint alle 3 Monate neu in gedruckter Form (5,95 EUR) und als PDF-Ausgabe (3,99 EUR). Interviews, Artikel, Rezensionen und vieles mehr bietet sie. Die Ausgabe 71 bietet unter anderem Interviews mit dem Production Designer und Art Director Paul D. Austerberry ("Shape of Water - Das Flüstern des Wassers"), dem Lektor und Herausgeber Moritz Kirschner (Verlag Antje Kunstmann), dem Schriftsteller Paul Tremblay ("A Head Full of Ghosts - Ein Exorzismus"), dem Schriftsteller Tom Hillenbrand ("Drohnenland"), Artikel über die Phantastische Bibliothek Wetzlar, Superman (Teil 2) und Steven Spielbergs "Der Weiße Hai"), viele Rezensionen, News und die Kurzgeschichte "Vogel" von Joe R. Lansdale.
Dread Trident examines the rise of imaginary worlds in tabletop role-playing games (TRPGs), such as Dungeons and Dragons. With the combination of analog and digital mechanisms, from traditional books to the internet, new ways of engaging the fantastic have become increasingly realized in recent years, and this book seeks an understanding of this phenomenon within the discourses of trans- and posthumanism, as well as within a gameist mode. The book explores a number of case studies of foundational TRPGs. Dungeons and Dragons provides an illustration of pulp-driven fantasy, particularly in the way it harmonizes its many campaign settings into a functional multiverse. It also acts as a supreme ...
The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."