Nekromanti Datorer på spelbordet

Herr Grönstedt

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Intressant artikel av Karl Bergström, Staffan Jonsson och Staffan Björk på Nordic Digra om hur datorer kan användas vid bordsrollspel:

Titel: Undercurrents A Computer-Based Gameplay Tool to Support Tabletop Roleplaying

Abstract: This paper introduces Undercurrents, a computer-based gameplay tool for providing additional communication and media streams during tabletop roleplaying sessions. Based upon a client-server architecture, the system is intended to unobtrusively support secret communication, timing of audio and visual presentations to game events, and real-time documentation of the game session. Potential end users have been involved in the development and the paper provides details on the full design process.

http://www.nordic-digra.org/nordicdigra2010_submission_8.pdf
 

Herr Grönstedt

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Hej Håkan!

Det kan jag absolut göra. Spelforskningen är inte ett speciellt moget forskningsfält, men det tar sig. Nordic Digra är ett steg i rätt riktning där man fokuserar på forskningskvalitet och har ordentlig peer-review. Digra som är en ganska stor konferens har väldigt varierande kvalitet och antagning av bidrag på abstract.

Fokus på dessa konferenser ligger på datorspel, men en del kopplingar till analoga spel finns också.

Men jag lastar på lite fler artiklar och kommande posts.

// Matti
 

Herr Grönstedt

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Albert Goes Narrative Contracting
Newman Ken, Grigg Robert

In Proceedings of Digra 2005.

RPG’s (Role Playing Games) and improvisational theatre have some obvious similarities. Both require the participants to work together in real-time to construct dynamic narrative elements. Seeing communication in terms of ongoing narrative contracts is a well-accepted principle of improvisational theatre (Johnstone 1981). The recipient of an offered narrative element can accept the offer, block it, or make a counter-offer. This paper describes a methodology for studying subjects engaging in a controlled online role-playing ‘encounter’. The encounter is titled ‘Albert in Africa’ and the study draws on the previously described Fun Unification Model (Newman 2004). In this study, subjects’ individual responses were correlated with the number of acceptances, blocks and counter-offers they make during their encounter. Comparisons are then made with observations of the massively multiplayer game World of WarCraft. From this emerges a methodology for analyzing the complex interactions of RPG encounters.

Keywords: role-playing games, fun, online communication

http://www.digra.org/dl/db/06271.05069
 

Herr Grönstedt

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Connecting Worlds. Fantasy Role-Playing Games, Ritual Acts and the Magic Circle
Copier Marinka

In Proceedings of Digra 2005

From a cultural history and game theoretical perspective my work focuses on the relationship between the fantasy subculture, fantasy role-playing games and the daily life of their participants in the Netherlands. Main research themes are the construction of game/play space and identities. Within this context I elaborate in this paper on the usefulness of the term magic circle (Johan Huizinga). I will argue why in game research the current use of the term magic circle is problematic. We can understand the term differently when returning to the context in which Huizinga introduced the magic circle as ritual play-ground. According to him ritual is play and play is ritual. Referring back to his work Homo Ludens (1938) I will discuss the various relationships between role-play and ritual performance. I will argue that fantasy role-playing consists of collections of performances or ritual acts, in which players construct the game/play space, identities and meaning.

Keywords: fantasy role-playing games, fantasy subculture, space, identity, magic circle, ritual, performance

http://www.digra.org/dl/db/06278.50594.pdf
 

Herr Grönstedt

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Narrative Structure in Trans-Reality Role-Playing Games: Integrating Story Construction from Live Action, Table Top and Computer-Based Role-Playing Games
Lindley Craig A., Eladhari Mirjam

In Proceedings of Digra 2005

Trans-reality role-playing games are conceived of as a form of role-playing game evolving from and integrating established table-top, live-action and computer-based role-playing forms. Each of these established forms has specific strengths and modalities for the ongoing articulation of the history of a game world regarded as an unfolding story. Integrating these forms in a trans-reality role-playing game involves the evolution of their techniques and technologies to allow each to function as a staging approach for game play within a single coherent game world. To achieve this integration, new technologically based design concepts are required to allow players within the different strategies to interact with each other as characters within the same game world.

Keywords: MMORPG, LARP, RPG, TRRPG, pervasive, cross-platform, game, trans-reality, design

http://www.digra.org/dl/db/06278.23092.pdf
 

Herr Grönstedt

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Player-Character Dynamics in Multi-Player Role Playing Games
Tychsen Anders, McIlwain Doris, Brolund Thea, Hitchens Michael

In Proceedings of Digra 2007

This paper presents the results of a comprehensive empirical study of the impact of integrating complex game characters in multi-player Role Playing Games across tabletop and digital formats. Players were provided with characters that had detailed background history, personality and goals. Player and character personality were assessed using the Extended Personal Attributes Questionnaire (EPAQ) and further questionnaires administered to measure player enjoyment and the player-character relationship. Results include a high level of player enjoyment across all formats, a high correlation between enjoyment and player engagement with their character and no correlation between enjoyment and similarity between player and character personality.

Keywords: Player, character, design, personality, role playing games

http://www.digra.org/dl/db/07311.35388.pdf
 

Herr Grönstedt

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Tychsen, A, Hitchens, M, Aylett, R, Louchart, S. (2009) Modeling Game Master-based story facilitation in multi-player Role- Playing Games. AAAI Spring Symposium Interactive Narrative Technologies II Stanford USA

Inherent in all forms of interactive storytelling is the problem of reconciling freedom of the user with requirements for pre-authored plot. In non-digital Role-Playing Games (RPGs), Game Masters (GMs) constantly encounter and solve this problem, facilitating collaborative, interactive storytelling in real-time. In this study, the various theories of GM operations are combined with experiences from a three-year project on storytelling and player interactions in multi-player RPGs; to present a model of the cognitive process of GM operations in RPGs.

http://www.macs.hw.ac.uk/~ruth/Papers/narrative/GMmodel_CAMREADY.pdf
 
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