scholarly journals Co-Designers Not Troublemakers

2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-26
Author(s):  
Viktor Gustafsson ◽  
Lilly Arstad Helmersen ◽  
Wendy E. Mackay

Players in Massively Multiplayer Online Role-Playing Games (MMORPGs) generate long-standing histories with their characters, but cannot express or see traces of their adventures in the game worlds. We are interested in designing game systems where players shape and contribute their own narratives as game content. Study one designed and playtested three Virtual Tabletop Role-Playing Game (VTTRPG) prototypes where we found that structured, graphical representations of players' traces support co-design and narrative analysis. We also identified four categories of traces: environment, build, memory and object. We introduce Play Traces, a novel analysis method for representing and co-designing with players and their narratives. A structured observation including Play Traces studied 17 players over 16 four-hour sessions in the third VTTRPG prototype. We found that players successfully (and enjoyably) co-designed novel narratives. We identified three themes for how traces can affect and support players in shaping new interactive narratives. We present four design implications describing how player-created narratives in MMORPGs should first Reveal & Pull Attention from other players, Invite & Push further exploration, Guide & Assist toward endings, and optionally Show & Hide traces. Finally, we discuss how treating players as co-designers offers a promising approach for developing the next generation of MMORPGs.

Author(s):  
Fabian Quevedo Da Rocha

This article describes the benefits of using Role-playing games (RPGs) in EFL learning contexts. It is divided in three main parts: the first part introduces the concept and origins of RPGs and briefly discusses their communicative and collaborative aspects; the second part approaches the RPG systematic to the concepts of communicative language teaching (CLT), task based learning (TBL), and active learning as a means to demonstrate how EFL learners can benefit from an approach that involves RPGs; the third part describes and discusses the learning outcomes of a set of RPG based tasks that were developed and used in an EFL context with a group of nine teenagers aging from 12 to 17 years old during their fourth semester in a language school. The article closes with considerations on how RPG based learning can help learners develop not only their speaking and interpersonal skills, but also autonomy.


2020 ◽  
Vol 1 (1) ◽  
pp. 28-33
Author(s):  
Iu. V. Amelina ◽  
R. V. Amelin

The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main interaction, plot development and group activities occur in dialogs, conversations and groups of social networks. This approach has shown its viability in teaching legal disciplines, and also has prospects for use in IT education.


Author(s):  
S.G. Kukava ◽  
◽  
O.S. Ostroverkh ◽  

Statement of the problem. Based on the analysis of research by Russian authors, the article outlines the problem of the formation of emotional decentration in preschool children and the importance of play in this process. The purpose of the article is to identify the relationship between the formation of a role-playing game and the formation of emotional decentration. The research methodology is based on the cultural and historical concept of L.S. Vygotsky, as well as the theory of the activity by A.N. Leontiev; in the course of the study, the following methodology was applied: analysis of theoretical sources on formation of the emotional sphere of a preschooler and development of role-playing games; standardized observation of the progress of specially organized games; ascertaining experiment to determine the level of emotional decentration in preschoolers; formative experiment; qualitative and quantitative data analysis; comparative analysis of data using the statistical Student’s t-test. The significance level is p = 0.05. Research results. In the course of the study, our hypothesis was confirmed: such conditions for role-playing games as providing preschoolers with the opportunity to create and transform the play space with the help of unformed object material, adults acceptance of the position as a play partner contribute to the internal and external dynamics of the game, which, in turn, affects the progress in the development of emotional decentration in preschool children. Conclusion. In this paper, the features of emotional development of preschool age were described, the concept of emotional decentration from the point of view of different authors was considered, and the process of the development of play in preschool age was described. A scheme has been developed to determine the level of emotional decentration in preschoolers. In this scheme, three levels of formation of emotional decentration in children 4-6 years old are identified (relative to three criteria as indicators of emotional decentration): high, medium and low. A diagnostic game procedure “Wishes of a Fairy-Tale Character” has been developed, which can be used to identify the level of formation of emotional decentration. A scheme for analyzing the internal and external dynamics of a role-playing game has been developed.


Author(s):  
Nuttakritta Chotipaktanasook ◽  
Hayo Reinders

Massively multiplayer online role-playing games (MMORPGs) have been dramatically used in language education and identified in computer-assisted language learning (CALL) research as playing a central role in second language acquisition (SLA). This chapter addresses the integration of a commercially developed MMORPG Ragnarok Online into a language course as a basis for digital game-based language learning and reports on its effects on second language (L2) interaction. Thirty Thai learners of English who enrolled in a 15-week university language course were required to complete 18 face-to-face classroom lessons and six gameplay sessions. Learners' language use in both text and voice chats during gameplay was recorded and analysed to measure the effects of the game. The findings show that participating in MMORPG resulted in a significantly more considerable increase in L2 interaction that used a wider range of discourse functions compared with English interaction in the classroom. The authors discuss some of the theoretical and pedagogical implications of these findings.


2018 ◽  
Vol 4 (3) ◽  
pp. 540
Author(s):  
Débora Nice Ferrari Barbosa ◽  
Maria Rosangela Bez ◽  
Paulo Ricardo Dos Santos

O presente artigo visa demonstrar como práticas pedagógicas com uso de tecnologias móveis podem contribuir para os processos de letramento, alfabetização e nos déficits de aprendizagem de crianças e adolescentes em tratamento oncológico em um contexto não-formal de ensino. A pesquisa, desenvolvida em uma instituição de apoio à criança com câncer, contemplou oficinas envolvendo jogos temáticos de Role Playing Game e atividades de leitura, escrita e raciocínio lógico utilizando aplicativos e recursos de dispositivos móveis tablets. Os resultados apontaram contribuições no desenvolvimento dos déficits de aprendizagem e linguístico, bem como no ensino voltado ao letramento como prática social.   PALAVRAS-CHAVE: aprendizagem com mobilidade; role playing game; desenvolvimento linguístico; letramento.     ABSTRACT This article shows how pedagogical practices using mobile technologies can contribute to the literacy processes of children and adolescents in oncological treatment. The research, developed at a cancer support institution, used practices envolving Role Playing Games and reading, writing, and logical reasoning activities. The practicies were based by using apps and other mobile devices resources, as  tablets, and the results shows that the students increased their learning according research goals.   KEYWORDS: mobile learning; role playing game; linguistic development; literacy.     RESUMEN  El presente artículo pretende demostrar cómo prácticas pedagógicas con uso de tecnologías móviles pueden contribuir a los procesos de letra, alfabetización y en los déficit de aprendizaje de niños y adolescentes en tratamiento oncológico en un contexto no formal de enseñanza. La investigación, desarrollada en una institución de apoyo al niño con cáncer, contempló talleres que involucra juegos temáticos de Role Playing Game y actividades de lectura, escritura y raciocinio lógico utilizando aplicaciones y recursos de dispositivos móviles tablets. Los resultados apuntaron a las contribuciones en el desarrollo de los déficit de aprendizaje y lingüístico, así como en la enseñanza orientada al literal como práctica social.   PALABRAS CLAVE: aprendizaje móvil; role playing game; desarrollo linguístico; letramiento.


2020 ◽  
Author(s):  
W.A. Hawkes-Robinson

Avedon's 1974 Interaction analysis has been very useful in explaining and developing role-playing games for various intervention goals. I created a "cheat sheet" that summarizes many pages of the concepts into one page, with specific notes for all role-playing game formats as per the Hawkes-Robinson RPG Model.


The article covers issues related to the psychology of KG Jung, namely with the transcendent function of the psyche. The basic concepts and provisions of the analytical approach of KG Jung are considered such as archetype, collective unconsciousness, player position, transcendence, transcendental function and others. The authors investigates such things as transcendent function of psyche as a necessary mental factor for the successful beginning and transference of the individuation process and relations between it and board role games. The article also pays attention to such an issue as the importance of creative activity manifestations for the normalization of the work of the transcendental function and the psyche as a whole. The phenomenon of board role games as manifestations of creative activity is considered. The study of the phenomenon of board role games and their possible connection with the state of the transcendent function of the psyche is considered due to the fact that board role games have gained significant popularity among young people. Peculiarities of game as a type of human activity and board role games in the process of transcendental function development of psyche are determined. The main types of role-playing games in general are named. Definitions of the basic concepts inherent in the subculture of board role-playing games today are given. The authors consider that during the board role-playing game, there is a violent activity of the collective unconscious archetypes, which in turn entails the need to use the transcendental function of the psyche of the players in order to become aware of these undefined mental contents. Based on the above, we can say that the article may be useful for professionals interested in the relationship of the Jungian approach with creative processes, namely its practical side, the importance of modern youth subcultures. Considering the results of the research, the conclusion was made that board role games are the factor in the development of the transcendental function of the psyche.


2009 ◽  
Vol 29 (4) ◽  
pp. 700-717
Author(s):  
Ana Alayde Saldanha ◽  
José Roniere Morais Batista

O Role-Playing Game (RPG) vem ganhando cada vez mais espaço entre os jovens no Brasil e na área da pedagogia, na qual vem sendo utilizado como ferramenta de aprendizado nas salas de aula. Este trabalho teve como objetivo determinar qual a concepção que os jogadores sistemáticos possuem a respeito dos jogos de interpretação de personagens, ou Role-Playing Games, bem como quais os fatores motivacionais que levam à prática desse jogo. Foi utilizado para a coleta dos dados um questionário sociodemográfico e uma entrevista semi-aberta, sendo esta última analisada com base em categorias determinadas a partir dos temas suscitados. As categorias demonstraram que o RPG é percebido como um teatro improvisado, uma forma de lazer, uma terapia, uma projeção de personalidade, um facilitador das relações pessoais e como uma confraternização com amigos. Foi determinado ainda que o principal fator motivacional dos jogadores era a amizade, a vontade de estar com os companheiros de jogo. Aparentemente, o jogo de RPG possui tanto características positivas quanto negativas, sendo que a diferença estaria na forma como é utilizado. O resultado da pesquisa abre caminho para futuros estudos sobre esse tipo de jogo que já se encontra inserido na cultura em massa.


Author(s):  
Bodi Anderson

This current study examines the need for operational definitions of the concept of interaction in distance education studies. It is proposed that a discourse analysis of linguistic features conversation noted as being representative of interaction can be used to operationalize interaction in synchronous CMC. This study goes on compare two different registers: an internet chat register, and a Massive Multiplayer Online Role Playing Game register to explore the theoretical claim that such virtual world environments have higher levels of interaction. Overall findings exhibit that MMORPGs have higher amount of linguistic features characteristic of interaction. Evidence points to MMORPGs being more interactive and also supportive of collaborative interaction.


Author(s):  
Mark G. Elwell

This chapter reports on movements toward de facto standards for role playing games in the freely accessible and configurable shared virtual environment of Second Life. All users can not only freely join, but also construct and implement role playing games of their own design. Consequently, new games are constantly emerging, and others either persisting or failing. The resulting body of practice has implications for business, technological, and social dimensions of computer games. To elucidate these implications, this chapter presents the case of the Role Play Nexus, a venue created for role playing game designers, managers, and players to share experiences, questions, resources, and proposals for sustainable ventures and communities in Second Life. Issues, controversies, and problems are identified, and solutions and recommendations discussed. Source material is drawn from transcripts of public lectures, discussions and demonstrations, from interviews, and from participant observation.


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