Role Playing Materials
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Author | : Rafael Bienia |
Publisher | : Zauberfeder Verlag |
Total Pages | : 271 |
Release | : 2016-04-11 |
Genre | : Performing Arts |
ISBN | : 3938922621 |
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.
Author | : Mark Chesler, Robert Fox |
Publisher | : |
Total Pages | : |
Release | : 1966 |
Genre | : |
ISBN | : |
Author | : Susan Lendrum |
Publisher | : Routledge |
Total Pages | : 208 |
Release | : 2002-09-10 |
Genre | : Psychology |
ISBN | : 1134852630 |
First published in 1995. Between them, Janet Tolan and Susan Lendrum have nearly thirty years of experiences as counselling trainers. They have worked as practitioners in fields as diverse as voluntary telephone counselling, personnel work in industry, primary health care and local government. Following the recent rapid rise in counselling training, Case Material and Role Play in Counselling Training is the long awaited answer to the demand for an accessible and practical guide for trainers and educators in counselling skills, therapeutic counsellors and psychotherapists. It offers help to those designing a course and to those wondering how to enliven their training sessions. Part one describes how case materials and role play can form part of an overall training programme, and offers step-by-step instructions on how to use or adapt them. Part two comprises over 250 case vignettes and role plays and is further divided into two sections. The first covers core relationship skills such as beginnings and endings, empathy and ethical issues. The second covers practice issues such as loss and bereavement, sexuality and depression. Part two is cross-referenced so that readers looking for particular materials can select them according to: the work setting of their client group; the age of their client group; the stage of the relationship; or the focus of counselling.
Author | : Vee Hendro |
Publisher | : |
Total Pages | : |
Release | : 2018-10 |
Genre | : |
ISBN | : 9780648150527 |
Good Society is a tabletop roleplaying game where you create an Austen novel with your friends.
Author | : Erik de Graaff |
Publisher | : Amsterdam University Press |
Total Pages | : 225 |
Release | : 2005 |
Genre | : Education |
ISBN | : 9085550912 |
Since 2001, the international network Active Learning in Engineering education (ALE) organized a series of international workshops on innovation of engineering education. The papers in this book are selected to reflect the state of the art, based on contributions to the 2005 ALE workshop in Holland. This overview of experiences in research and practice aims to be a source of inspiration for engineering educators.
Author | : Daniel Mackay |
Publisher | : McFarland |
Total Pages | : 216 |
Release | : 2017-08-11 |
Genre | : Games & Activities |
ISBN | : 0786450479 |
Many of today's hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nuk'em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokemon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons & Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned elements, rarely focus on them. Instead, playing a fantasy role-playing game is much like acting out a scene from a play, movie or book, only without a predefined script. Players take on such roles as wise wizards, noble knights, roguish sellswords, crafty hobbits, greedy dwarves, and anything else one can imagine and the referee allows. The players don't exactly compete; instead, they interact with each other and with the fantasy setting. The game is played orally with no game board, and although the referee usually has a storyline planned for a game, much of the action is impromptu. Performance is a major part of role-playing, and role-playing games as a performing art is the subject of this book, which attempts to introduce an appreciation for the performance aesthetics of such games. The author provides the framework for a critical model useful in understanding the art--especially in terms of aesthetics--of role-playing games. The book also serves as a contribution to the beginnings of a body of criticism, theory, and aesthetics analysis of a mostly unrecognized and newly developing art form. There are four parts: the cultural structure, the extent to which the game relates to outside cultural elements; the formal structure, or the rules of the game; the social structure, which encompasses the degree and quality of social interaction among players; and the aesthetic structure, concerned with the emergence of role-playing as an art form.
Author | : Janet Tolan |
Publisher | : Psychology Press |
Total Pages | : 208 |
Release | : 1995 |
Genre | : Education |
ISBN | : 9780415102148 |
"Following the recent rapid rise in counselling training, Case Material and Role Play in Counselling Training is the long-awaited answer to the demand for an accessible and practical guide for trainers and educators in counselling skills, therapeutic counselling and psychotherapy. It offers help to those designing a course and to those wondering how to enliven their training sessions."--BOOK JACKET.Title Summary field provided by Blackwell North America, Inc. All Rights Reserved
Author | : Michal Mochocki |
Publisher | : Routledge |
Total Pages | : 265 |
Release | : 2021-03-29 |
Genre | : Art |
ISBN | : 1000367657 |
Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player’s engagement with history or heritage material is always multi-layered, the book clarifies that the layers may be conceptualised simultaneously as types of heritage authenticity and as types of in-game immersion. It is also made clear that RH, TRPG and LARP share commonalities with a multitude of other media, including video games, historical fiction and film. Existing within, and contributing to, the fiction and non-fiction mediasphere, these role-enactments are shaped by the same large-scale narratives and discourses that persons, families, communities, and nations use to build memory and identity. Role-play as a Heritage Practice will be of great interest to academics and students engaged in the study of heritage, memory, nostalgia, role-playing, historical games, performance, fans and transmedia narratology.
Author | : Christopher Glenn |
Publisher | : Rowman & Littlefield |
Total Pages | : 189 |
Release | : 2014-07-17 |
Genre | : Education |
ISBN | : 1475812736 |
Role Plays and Creative Activities: Teaching Social Skills and Self-Understanding presents over 150 role plays, micro role plays (role plays that run for a few minutes), creative activities, and guided imagery (stories with psychological content to be read to the children) which Dr. Christopher Glenn has developed and used for over thirty years. Everyday people, like parents and people who want to run activity groups for children, can use these activities to have fun with children in the 8 – 11 age range. Professionals, teachers, counselors, and students-in-training can take advantage of the psychological and social nature of the activities to foster the social and emotional growth of elementary aged children. Focusing on self-understanding, self-control, and the development of social skills, a constructive group experience can effectively teach children positive outcomes. This text includes detailed notes on how to set up and run the role play group, so anyone with basic skills in working with groups of children can encourage emotional and social growth.
Author | : Ethan Gilsdorf |
Publisher | : Rowman & Littlefield |
Total Pages | : 335 |
Release | : 2010-09-01 |
Genre | : Social Science |
ISBN | : 0762766786 |
An amazing journey through the thriving worlds of fantasy and gaming What could one man find if he embarked on a journey through fantasy world after fantasy world? In an enthralling blend of travelogue, pop culture analysis, and memoir, forty-year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds—from Boston to New Zealand, and Planet Earth to the realm of Aggramar. “For anyone who has ever spent time within imaginary realms, the book will speak volumes. For those who have not, it will educate and enlighten.” —Wired.com “Gandalf’s got nothing on Ethan Gilsdorf, except for maybe the monster white beard. In his new book, Fantasy Freaks and Gaming Geeks, Gilsdorf . . . offers an epic quest for reality within a realm of magic.” —Boston Globe “Imagine this: Lord of the Rings meets Jack Kerouac’s On the Road.” —National Public Radio’s “Around and About” “What does it mean to be a geek? . . . Fantasy Freaks andGaming Geeks tackles that question with strength and dexterity. . . . part personal odyssey, part medieval mid-life crisis, and part wide-ranging survey of all things freaky and geeky . . . playful . . . funny and poignant. . . . It’s a fun ride and it poses a question that goes to the very heart of fantasy, namely: What does the urge to become someone else tell us about ourselves?” —Huffington Post