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Role-playing Game Theory
A role-playing game theory is the Game studies, ludology of role-playing games (RPGs); a study of the topic as a social or artistic phenomenon. RPG theories seek to understand what role-playing games are, how they function, and how the process can be refined in order to improve the gaming experience and produce more useful game products. About Role playing games are games in which players assume the role of characters in a fictional setting. Role playing games come in various types and categories: ; Traditional table top RPGs (TFRPG) : TFRPGs have their historical basis in Miniature figure (gaming), miniature war gaming, with a standard example being ''Warhammer 40,000''. The game advances by rolling a dice, using rulers, tokens or executing other similar actions. ; Collectible Strategy Game (CSG) : CSG has a much broader context than that of a TFRPG due to the fact that it draws elements from both types of RPGs. A CSG is defined as "a setting and a system, but the setting reside ...
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Game Studies
Game studies, also known as ludology (from ''ludus'', "game", and ''-logia'', "study", "research"), is the study of games, the act of playing them, and the players and cultures surrounding them. It is a field of cultural studies that deals with all types of games throughout history. This field of research utilizes the tactics of, at least, folkloristics and cultural heritage, sociology and psychology, while examining aspects of the design of the game, the players in the game, and the role the game plays in its society or culture. Game studies is oftentimes confused with the study of video games, but this is only one area of focus; in reality game studies encompasses all types of gaming, including sports, board games, etc. Before video games, game studies was rooted primarily in anthropology. However, with the development and spread of video games, games studies has diversified methodologically, to include approaches from sociology, psychology, and other fields. There are now a n ...
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Performance
A performance is an act of staging or presenting a play, concert, or other form of entertainment. It is also defined as the action or process of carrying out or accomplishing an action, task, or function. Management science In the work place, job performance is the hypothesized conception or requirements of a role. There are two types of job performances: contextual and task. Task performance is dependent on cognitive ability, while contextual performance is dependent on personality. Task performance relates to behavioral roles that are recognized in job descriptions and remuneration systems. They are directly related to organizational performance, whereas contextual performances are value-based and add additional behavioral roles that are not recognized in job descriptions and covered by compensation; these are extra roles that are indirectly related to organizational performance. Citizenship performance, like contextual performance, relates to a set of individual activity/co ...
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Game
A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games). Games are sometimes played purely for enjoyment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who is a player. A toy and a game are not the same. Toys generally allow for unrestricted play whereas games come with present rules. ...
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Subcreation
Mythopoeia ( grc, , , myth-making), or mythopoesis, is a narrative genre in modern literature and film where an artificial or fictionalized mythology is created by the writer of prose, poetry, or other literary forms. This meaning of the word follows its use by J. R. R. Tolkien in the 1930s. The authors in this genre integrate traditional mythological themes and archetypes into fiction. Mythopoeia is also the act of creating a mythology. Genre The term ''mythopoeia'' comes from Hellenistic Greek (), meaning 'myth-making'; an alternative is ''mythopoesis'' () of similar meaning. The definition of ''mythopoeia'' as "a creating of myth" is first recorded from 1846. In early use, it meant the making of myths in ancient times. It was adopted by J. R. R. Tolkien as the title of one of his poems, written in 1931 and published in ''Tree and Leaf''. While many literary works carry mythic themes, only a few approach the dense self-referentiality and purpose of mythopoesis. Myth ...
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Gesamtkunstwerk
A ''Gesamtkunstwerk'' (, literally 'total artwork', translated as 'total work of art', 'ideal work of art', 'universal artwork', 'synthesis of the arts', 'comprehensive artwork', or 'all-embracing art form') is a work of art that makes use of all or many art forms or strives to do so. The term is a German loanword accepted in English as a term in aesthetics. Background The term was developed by the German writer and philosopher K. F. E. Trahndorff in his 1827 essay ''Ästhetik oder Lehre von Weltanschauung und Kunst'' (or 'Aesthetics, or Theory of Philosophy of Art'). The German opera composer Richard Wagner used the term in two 1849 essays, and the word has become particularly associated with his aesthetic ideals. It is unclear whether Wagner knew of Trahndorff's essay. In the 20th century, some writers applied the term to some forms of architecture, while others applied it to film and mass media.For discussions of architecture as Gesamtkunstwerk, see the relevant section o ...
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University Of Copenhagen
The University of Copenhagen ( da, Københavns Universitet, KU) is a prestigious public research university in Copenhagen, Denmark. Founded in 1479, the University of Copenhagen is the second-oldest university in Scandinavia after Uppsala University, and ranks as one of the top universities in the Nordic countries, Europe and the world. Its establishment sanctioned by Pope Sixtus IV, the University of Copenhagen was founded by Christian I of Denmark as a Catholic teaching institution with a predominantly theological focus. In 1537, it was re-established by King Christian III as part of the Lutheran Reformation. Up until the 18th century, the university was primarily concerned with educating clergymen. Through various reforms in the 18th and 19th century, the University of Copenhagen was transformed into a modern, secular university, with science and the humanities replacing theology as the main subjects studied and taught. The University of Copenhagen consists of six different ...
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Ron Edwards (game Designer)
Ronald Edwards (born September 4, 1964) is a game designer involved in the indie role-playing game (RPG) community, and a game theorist. He created the '' Sorcerer'' role-playing game, the GNS theory of gameplay, and The Big Model. Edwards is also co-founder of The Forge, an online community to support indie RPG design and publication. Early role-playing Ron Edwards first started playing RPGs in 1978 when he was 14, starting with ''Dungeons & Dragons'', which had been published four years earlier. He also tried other RPGs such as ''Tunnels & Trolls'', ''Runequest'', and his early favorite, ''The Fantasy Trip''. Through high school and university, he continued to play RPGs, and entered an experimental phase in the 1980s and 1990s, playing as many as 200 different RPGs, including ''Champions'', ''Stormbringer'', ''GURPS'', ''Rolemaster'', ''Cyberpunk 2020'', '' Amber Diceless Roleplaying Game'' and '' Over the Edge''. Game design While Edwards was a graduate student and biolog ...
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Game Design
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification. Game designer and developer Robert Zubek defines game design by breaking it down into its elements, which he says are the following: * Gameplay, which is the interaction between the player and the mechanics and systems * Mechanics and systems, which are the rules and objects in the game * Player experience, which is how users feel when they're playing the game Games such as board games, card games, dice games, casino games, role-playing games, sports, video games, war games, or simulation games benefit from the principles of game design. Academically, game design is part of game studies, while game theory studies strategic decision making (primarily in non-game situations). Games have historically inspired sem ...
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Gamemaster
A gamemaster (GM; also known as game master, game manager, game moderator, referee, or storyteller) is a person who acts as an organizer, officiant for regarding rules, arbitrator, and moderator for a multiplayer role-playing game. They are more common in co-operative games in which players work together than in competitive games in which players oppose each other. The act performed by a gamemaster is sometimes referred to as "Gamemastering" or simply "GM-ing". The role of a gamemaster in a traditional table-top role-playing game (pencil-and-paper role-playing game) is to weave the other participants' player-character stories together, control the non-player aspects of the game, create environments in which the players can interact, and solve any player disputes. The basic role of the gamemaster is the same in almost all traditional role-playing games, although differing rule sets make the specific duties of the gamemaster unique to that system. The role of a gamemaster in a ...
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Threefold Model
The threefold model or GDS theory of roleplaying games is an attempt to distinguish three different goals in roleplaying. In its original formation, these are: Drama, simulation, and game. It was the inspiration for subsequent theories, such as the GNS theory, which retained a three-way division but altered other aspects of the model. The model In its most formal sense, the threefold model claims that any single gamemaster (GM) decision (about the resolution of in-game events) can be made in order to further the goals of drama, simulation, or game. By extension, a series of decisions may be described as tending towards one or two of the three goals, to a greater or lesser extent. This can be visualised as an equilateral triangle, with a goal at each vertex, and the points between them representing different weightings of the different goals. As a consequence, a player or GM can characterise their preferred gaming style as a point on this triangle, or (since no real precision is ...
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GNS Theory
GNS theory is an informal field of study developed by Ron Edwards which attempts to create a unified theory of how role-playing games work. Focused on player behavior, in GNS theory participants in role-playing games organize their interactions around three categories of engagement: Gamism, Narrativism and Simulation. The theory focuses on player interaction rather than statistics, encompassing game design beyond role-playing games. Analysis centers on how player behavior fits the above parameters of engagement and how these preferences shape the content and direction of a game. GNS theory is used by game designers to dissect the elements which attract players to certain types of games. History GNS theory was inspired by the threefold model idea, from discussions on the rec.games.frp.advocacy group on Usenet in summer 1997. The Threefold Model defined drama, simulation and game as three paradigms of role-playing. The name "Threefold Model" was coined in a 1997 post by Mary Kuh ...
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