Search results for "roolipeli"
showing 10 items of 19 documents
‘Whose were those feelings?’ : Affect and likenessing in Halat hisar live action role-playing game
2021
Halat hisar was a live action role-playing game (larp) organized in Finland in 2016. Halat hisar’s ambition as a larp was to mirror the current situation in Palestine. In larps, participants take on different roles and improvise without the presence of an audience. Larps offer a place where emotions and affectivities are transmitted through the embodiment of characters. Larps offer forms of likenessing, which create new affective states for the players. We conclude that larps can be powerful tools for portraying political alternatives of actual events, and they can serve a role in raising awareness. Larps offer a productive context for studying subjectivities where the focus is on affectiv…
Injustice in the Ruins and a Disordered Post-Apocalypse: Gothic Ideology in the Digital Game World of Fallout 3
2020
The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, interpreting it in games and how they are informed by Gothic ideology has been little studied. This study seeks to address this gap in research by investigating these issues in the narrative of the action role-playing game, Fallout 3. More specifically, through a close reading of the game narrative and by drawing on theories of the Gothic, ideological aspects of the Gothic are analyzed in detail with specific reference to non-player characters and their actions and dialogue along with elements of the mise-en-scéne, style, and simulation. Results show how classic Gothic ideology is reproduced in …
Tabletop Role-Playing Games
2018
Defending either a personal or an assigned standpoint
2018
Abstract This study clarifies whether a specific type of role play supports upper secondary school students’ collaborative argumentation. Data consist of 12 dyadic face-to-face and 12 chat debates. Data analysis focused on the quality of students’ argumentation. Comparisons were made between students who defended standpoints at variance with their personal opinions on the topics, between the two study modes and topics, and by gender. When the students defended a standpoint differing from their personal opinion, the male students engaged in counterargumentation more often than the female students. When, in turn, the students defended their personal standpoint, they produced both counterargum…
Real-time hermeneutics : meaning-making in ludonarrative digital games
2015
Defining Role-Playing Games as Language-Games
2011
Role-playing games are a diverse phenomenon, ranging from digital games to live action role-playing. Finding a definition that suits them all is hard, but attempts have been many. All of the definitions emphasize some aspects of role-playing games like rules, the role of players or the story. Many definitions do not describe role-playing games as such, but the activity that is role-playing. This paper looks at one of the latest attempts to define role-playing games, by Hitchens and Drachen (2009), and shows some potential problems with it. As an answer to these problems another definition is proposed, consisting of a game world, participants, shared narrative power and interaction. This def…
Roleplaying game genres
2001
Aktivoiva kielten opetus roolipelien avulla : kokemuksia italian kielen alkeiskurssista yliopistolla
2020
Yliopiston kielikeskuksen tavoitteisiin kuuluu opiskelijoiden valmistaminen työmarkkinoille, joilla hakijoilta vaaditaan monipuolista kielitaitoa. Monipuoliseen kielitaitoon ei kuulu pelkästään mahdollisimman monien kielten osaaminen, vaan myös ns. kielellä toimiminen eli taito käyttää kieltä moninaisissa viestintätilanteissa. Korkeakoulujen kieltenopettajien on siis syytä pyrkiä vuorovaikutukselliseen, viestintätaitoja vahvistavaan opetukseen – ja tämä tavoite ei kuulu pelkästään pakollisten kieliopintojen vastuuopettajille, vaan se pätee kielikeskusten koko kurssitarjontaan. Erilaiset aktivoivat opetusmenetelmät ja työkalut tarjoavat hyviä vaihtoehtoja perinteiselle oppikirjapainotteisell…
"Rollaa nyt woundsei ensin ja katotaan sitten miten käy" : koodinvaihtoa pöytäroolipeleissä
2014
Tutkin pro gradu -tutkielmassani pöytäroolipeleissä tapahtuvaa kielten sekoittumista, josta keskityin nimenomaan koodinvaihtoon ja koodien sekoittumiseen. Tutkimukseni painopiste oli selvittää, miten ja miksi pöytäroolipeleissä vaihdetaan koodia. Teoriataustana tutkimukselleni käytin sekä ludologiaa eli pelitutkimusta että kielentutkimusta. Päälähteeni sosiolingvistisen koodinvaihdon tutkimuksessa oli Peter Auerin teoria koodinvaihdon jatkumosta, jossa Auer erittelee koodinvaihdon keskustelun kontekstuaaliseen koodinvaihtoon, kontekstuaalittomaan sekoittuneeseen koodiin ja yhdistyneeseen kielimuotoon, joka muistuttaa diglossiaa. Käsittelin myös lainanomaisia esiintymiä aineistossani koodinv…
Online and face-to-face role-play simulations in promoting social work students’ argumentative problem-solving
2013
This paper reports on a teaching experiment in which social work students (n=38) practiced problem solving through argumentative tasks. A teaching experiment was carried out at a Mikkeli University of Applied Sciences in Finland in connection with a course concerning preventative work against alcohol- and drug abuse. This quasiexperimental study investigated whether role-play simulation conducted either online (15 students) or face-to-face (14 students) improved students’ problem solving on social issues. As a pre-test, the students wrote an essay after having watched a dramatization of problematic cases on elderly people’s use of alcohol. The students also attended lectures (30 x 45 min) o…