scholarly journals Exploring Partnerships between Local Communities and Timber Companies: An Experiment Using the Role-Playing Games Approach

2009 ◽  
Vol 2009 ◽  
pp. 1-13
Author(s):  
Herry Purnomo ◽  
Philippe Guizol ◽  
Guillermo A. Mendoza

Cooperation among stakeholders is widely accepted as an effective management strategy. This paper describes an experimental study that explores this cooperation using role-playing games, which is formulated within a multiagent simulation framework. This framework enables participants to take active roles in mimicking the collaborative decision environment and the behaviors and attitudes of the different stakeholders. The paper examines a forest plantation company in South Sumatra, Indonesia, which has cooperated with local communities since 2000. The experimental pilot study described in this paper explored the role of communication in partnership relationships between the company and the local communities living within and around the surroundings of the company's plantation. These partnerships were explored and analyzed using the gaming approach involving university students taking the role of forest stakeholders, from both the timber company and the local communities. Lessons learned from the game provided the rationale for the establishment of a communication institution called “Forum Sebahu Sejalan.” This formal forum was constituted after a facilitated ex-postinteraction between representatives from the timber company and local communities. Results and observations drawn from the interactions show the potentials of the RPG approach and the formal forum in crafting resilient partnerships among stakeholders.

Author(s):  
Martin van Velsen

Besides the visual splendor pervasive in the current generation of digital video games, especially those where players roam simulated landscapes and imaginary worlds, few efforts have looked at the resources available to embed human meaning into a game's experience. From the art of persuasion to the mechanics of meaning-making in digital video games and table-top role playing games, this chapter investigates the changes and new opportunities available that can extend our understanding of digital rhetoric. Starting with a breakdown of the role of choice, workable models from psychology and the untapped body of knowledge from table-top role playing games are shown to allow game designers to enrich their products with a deeper human experience.


Gamification ◽  
2015 ◽  
pp. 1848-1864
Author(s):  
Martin van Velsen

Besides the visual splendor pervasive in the current generation of digital video games, especially those where players roam simulated landscapes and imaginary worlds, few efforts have looked at the resources available to embed human meaning into a game's experience. From the art of persuasion to the mechanics of meaning-making in digital video games and table-top role playing games, this chapter investigates the changes and new opportunities available that can extend our understanding of digital rhetoric. Starting with a breakdown of the role of choice, workable models from psychology and the untapped body of knowledge from table-top role playing games are shown to allow game designers to enrich their products with a deeper human experience.


2017 ◽  
Vol 2017 ◽  
pp. 1-8
Author(s):  
Byungchul Park ◽  
Duk Hee Lee

A narrative structure is one of the main components to constitute the genre of Massively Multiplayer Online Role-Playing Games (MMORPGs). Meanwhile Real Money Trade (RMT) enables a player to adjust an ex post level of challenge by skipping the narrative structure of a game. However, RMT may concurrently disturb a player who enjoys game following the narrative structure hierarchically. In pursuance of developing the knowledge about the relationship between RMT and the usage of MMORPG, we investigate the role of the strictness of predetermined narrative structure. We present the dual structure of societies to describe a player that arbitrarily decides to reside in a virtual society. Then we adopt the social nominalism to explain how individual motif of playing a game is expanded to the nature of game. Finally, we argue that a game with weakly predetermined narrative structure is more positively associated with RMT volume, since these games arouse a player’s sentiment of fun by relying more on their socially oriented motivation. With empirical evidence from the Korean MMORPGs market, we proved the hypothesis.


Author(s):  
Paal Fjeldvig Antonsen

Abstract The aim of this paper is to make sense of a characteristic feature of interactive fictions, such as video game fictions, adventure books and role playing games. In particular, I describe one important way consumers of interactive fiction ‘take on the role’ of a fictional character and are ‘involved’ in the story. I argue that appreciative engagement with such works requires imagining being someone else and imagining parts of the story in a self-locating manner. In short, consuming works of interactive fiction involves imagining the story from the protagonist’s perspective.


2009 ◽  
Vol 10 (2) ◽  
pp. 139-162
Author(s):  
Tunç D. Medeni ◽  
Kazunori Miyata ◽  
Mustafa Sağsan

The online role-playing games and their virtual communities, which are free and run by volunteers, attract much attention from business and academics, although studies on smaller gaming communities are still limited. One of these small online fantasy roleplaying communities, the world of Wold, is researched, using participant observation and Internet interviewing techniques within an e-research framework. After providing background information about the research, the paper then presents the conceptual framework, which consists of three main parts: (1) use of asynchronous communication tools for learning and reflection, (2) conceptualization of reflection, and (3) role of roleplaying and storytelling in reflection and learning. In the light of this framework, research findings about the learning and reflection that occurs at (1) intrapersonal, (2) personal and (3) interpersonal levels in online role-playing games will be discussed. The paper will then be concluded by research implications and limitations. It is hoped that, relating to learning in terms of developing sustainable virtual communities for reflective learning, this research will provide insights into the function of multiplayer games for serious purposes like learning and socialization, as well as the role of hard technology for soft purposes like reflective learning and practice.


2021 ◽  
Vol 13 (19) ◽  
pp. 10491
Author(s):  
Changhao Liu ◽  
Raymond Côté

Industrial ecology (IE) education is a topic that has received attention in institutions of higher education throughout the world. Some universities have been teaching and researching IE for the past 20 years but its scope is still being defined. There is a need to catalog and exchange experiences of IE teaching and their results. Based on a literature review, this paper aims to provide a framework composed of content and strategies for IE teaching. This framework is tested in teaching IE as a general education course for undergraduate students at Beijing Institute of Technology (BIT). The methodology applied in this paper is of a descriptive and empirical nature and thus this paper focuses on a practice-oriented perspective in describing the experience of BIT. A range of different strategies, including lectures, group discussions, case studies, role playing games, oral presentations, evaluation, and student feedback have been incorporated in the course. The results show that the course received a highly positive evaluation by the participating students. Students were impressed by IE’s characteristics of interdisciplinarity, ways of thinking, and practical value. Additionally, the course appears to influence students’ values, attitudes, and behavioral intentions. The paper concludes with some thoughts on ways of improving IE education in the future.


Author(s):  
William Sims Bainbridge

It is possible at the present time to create virtual representations of deceased loved ones, and inhabit them as a way of expressing reverence and of dealing with one’s own feelings of loss, as demonstrated by this study in which 18 Ancestor Veneration Avatars (AVAs) were created. Most obviously, this can be done in massively multiplayer online role-playing games and comparable non-game virtual worlds. The identity of any individual person contains fragments of other people, most especially members of one’s family. In addition, people play a variety of roles, adopting identities temporarily that are more or less distinct from each other. Furthermore, a number of social scientists and commentators have suggested that individuals have become protean or multiplex, as rapid social change, multiculturalism, and the division of labor have eroded the functionality of unified identities. Finally, secularization has undercut traditional religious ways of managing feelings toward deceased relatives. A remarkable deduction from these observations is that many people should consider playing the role of a deceased loved one through an avatar in an online gameworld, as a form of emotionally satisfying ancestor veneration.


ReCALL ◽  
1994 ◽  
Vol 6 (2) ◽  
pp. 14-17
Author(s):  
Charles D Bush

Montevidisco is an interactive videodisc application intended for intermediate Spanish students. It combines language enrichment with elements of role-playing games as the student plays the role of someone visiting a hypothetical city in Mexico, interacting with native Spanish speakers in native situations via videodisc. The concept originated at Brigham Young University in the early eighties, with the video filming done at that time. More recently, the BYU Humanities Research Center has adapted the original material to run on standard microcomputer platforms.There are three implementations of Montevidisco in various stages of development. The first is a side-by-side version that uses a HyperCard stack on a Macintosh to control a separate videodisc player and monitor. The second version uses a video overlay configuration with ToolBook and Windows on an IBM platform. Both of these versions are 'finished' to the extent that they are being used in intermediate Spanish classes at BYU and elsewhere. General marketing arrangements are expected to be finalized this summer. The most recent implementation uses QuickTime on a Macintosh to display digitized video directly from the computer's hard disk.This paper begins with an explanation of the general features of Montevidisco that are common to all three implementations. It outlines some of the design considerations faced and explains how the choice of metaphor influenced those decisions. Some questions that have been raised during the testing and review process are also addressed. The paper then categorizes the significant differences between the three implementations and discusses the technological and pedagogical reasons for them. It concludes with a status report on the QuickTime version and gives an assessment of this new digital video technology in an instructional environment.


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