Author(s)
Term
4. term
Education
Publication year
2014
Submitted on
2014-12-14
Pages
61 pages
Abstract
I de 40 år, siden deres fremkomst har bordplade rollespil gået undergået meget lille ændring som et interaktivt medie. En af de store tilføjelser har været udviklingen digitale værktøjer som en del af dette medium. Men den indflydelse på strømmen af bordplade rollespil erfaring er forblevet uudforskede. Denne afhandling agter at ændre dette gennem eksplorativ forskning i indvirkningen af digitale værktøjer på bordpladen rollespil erfaring, samt udvikling af teoretisk forståelse af oplevelsen. Det vil ske gennem en analyse af, hvad der er afgørende for at opleve såvel som de erfaringer deltagerne har samtidig interagere med den delte fantasi , at oplevelsen foregår i . For at nærme forskning spørgsmålet: "Hvad er en bordplade rollespil oplevelse, og hvordan brugen af digitale værktøjer i den oplevelse påvirke strømmen af nævnte oplevelse " jeg ansat to fænomenologiske metoder; Giorgis Metode Regler og den hermeneutiske cirkel. Der blev indsamlet oplysninger fra over 140 deltagere. De fleste af disse deltagere deltog i to undersøgelser, der undersøgte effekten af digitale værktøjer på rollespil. Ud over disse undersøgelser blev to play prøver afholdt i hvilken en type deltager, dommer eller spiller var forpligtet til at bruge digitale værktøjer udelukkende. Disse deltagere blev derefter interviewet eller besvare et spørgeskema. Tendenserne og konsekvenser af undersøgelserne blev anvendt til at bestemme opfattelsen af værktøjer, der anvendes i den erfaring og play test blev brugt til at se, hvilken indvirkning det havde på strømmen af oplevelsen. Gennem analyse af resultaterne blev bordpladen rollespil erfaring defineret og konceptualiseret . Desuden blev det udledt gennem analyser af denne dateret, at gennemførelsen af digitale værktøjer haft indflydelse på strømmen af erfaringer afhængig af deltagerens rolle. Stykket test Dommeren oplevet en mindre forbedring i flow på grund af digitale værktøjer, mens spillerne oplevede et ”stammer” i deres flow på grund af den konstante behov for at skifte mellem værktøjer.
In the 40 years since their inception, tabletop role playing games have gone undergone very little change as an interactive medium. One of the major additions has been the development digital tools as a part of this medium. However, the affect on the flow of tabletop role playing experience have remained unexplored. This thesis intends to amend this through explorative research into the impact of digital tools on the tabletop role playing experience, as well as developing theoretical understanding of the experience. This will be done through an analysis of what is essential to experience as well as the experiences participants have while interacting with the shared fantasy that the experience takes place in. In order to approach the research question, “What is a tabletop role playing experience, and how does the use of digital tools in that experience affect the flow of said experience?” I employed two phenomenological methods; Giorgi’s Method Rules and the hermeneutic circle. Data was gathered from over 140 participants. The majority of these participants took part in two surveys that investigated the affect of digital tools on the role playing. In addition to these surveys, two play tests were held in which one type of participant, referee or player, were required to use digital tools exclusively. These participants were then interviewed or given a questionnaire. The trends and implications of the surveys were used to determine the perception of tools used in the experience and the play tests were used to see what impact this had on the flow of the experience. Through analysis of the findings, the tabletop role playing experience was defined and conceptualized. Additionally, it was deduced through analysis of that dated that the implementation of digital tools had an impact on the flow of the experience dependant on the role of the participant. The play test referee experienced a minor improvement in flow due to digital tools, while players experienced a “stutter” in their flow due to the constant need to switch between tools.
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