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EN
Eight factors in the diversity of participation in role-playing games are named in the paper: age, gender, gaming experience, playing frequency, selected systems, division of roles in the game, extra-session engagement, interest in other kinds of leisure. The article demonstrates how these issues were included or omitted in reports on empirical psychological research that was conducted in Poland in the years 2001-2008. The results of the review imply that most of these factors did not receive adequate consideration in works from that period, which shows certain weaknesses in this area of Polish RPG research.
2
Content available remote

Zły bohater – niemoralny gracz? Projekt badawczy

100%
EN
This article describes a research project on storytelling role-playing games that has been created and conducted by us. The research we have undertaken stems from the numerous controversies which concern the exposure (during RPG sessions) of behaviours, attitudes and emotions which are beyond or even actively break accepted moral principles. Because of the lack of detailed analyses of this phenomenon, we have designed a questionnaire to describe the context and manner in which morally unaccepted elements appear and the potential consequences of this process.
EN
The subject of this paper is hybrid creatures in the bestiaries of role-playing games. The aim of the article is to present the different classifications of hybrids, the provenance of hybrid creatures, their role in role-playing game systems, and also to suggest how earlier cultural images of hybrids have been transformed by the authors of RPG systems. The method used in this study is the textual analysis of selected RPG bestiaries.
EN
The paper demonstrates one possible way of seeking an answer to the question: “What is the connection between a player’s general personality characteristics and the way he or she participates in role-playing game sessions?” An empirical study with 44 participants is presented, including its theoretical background, conduct, and results. Three phenomena play a pivotal role here: identity, narrative style of play and autonarrative inclination. The paper explains them, characterises the employed research methods and delineates the reasons for academic interest in these aspects of psyche. Afterwards, the results of the study are shown. They serve as an argument in support of the thesis that the three studied phenomena are related to one another.
5
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Konwencja heroic fantasy w grach fabularnych

75%
Homo Ludens
|
2011
|
issue 1(3)
181-197
EN
Heroic fantasy was the first of the many subgenres of fantasy that assumed a defined form within the genre. Although it is stereotypically perceived as less ambitious than other branches, it still belongs to the most popular ones in literature as well in the fantasy role-playing games industry. The aim of this article is to present how the creators of RPG games use the heroic fantasy genre in their games, as well as to analyze the perspectives on that genre among RPG fans.
6
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W kręgu blogosfery RPG

75%
Homo Ludens
|
2010
|
issue 1(2)
161-174
EN
When in the late 1990s the WWW entered Polish homes, role-playing games had already gathered many followers. The new medium became a perfect way to publish RPG materials. At first the popularizing function belonged to small RPG fan-clubs or author-run, enthusiast-made Internet websites. In time, this role was taken over by more or less professional thematic vortals, which also constructed a certain kind of identity of role-playing gamers in our country. Are we witnessing a new transformation today? The blogs are slowly ceasing to be associated with exhibitionist recordings of intimate experiences, and they are assuming an opinion-formative and socio-creative role. In the area of RPG, one may also observe the growing popularity of thematic blogs which realize the same goals as the aforementioned vortals. Thanks to blog websites, like Blogspot or Wordpress, making one's own blog has become easy for every user of the Internet. In these circumstances, does the burgeoning blogosphere have a chance to exert a more effective influence on the constituting of Polish RPG players' identities, as is the case in the West? Can it replace thematic portals?
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