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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.
Role-playing game theory is the study of role-playing games (RPGs) as a social or artistic phenomenon, also known as ludology.RPG theories seek to understand what role-playing games are, how they function, and how the gaming process can be refined in order to improve the play experience and produce better game products.
Role-playing or roleplaying is the changing of one's behaviour to assume a role, either unconsciously to fill a social role, or consciously to act out an adopted role. While the Oxford English Dictionary offers a definition of role-playing as "the changing of one's behaviour to fulfill a social role", [1] in the field of psychology, the term is used more loosely in four senses:
Role-playing is used to equip future practitioners with experience in using diverse skills, structures, and methods to handle various mediation and facilitation scenarios. These roleplays usually have students roleplaying both the mediation-facilitation and client-sides of the interactions; however, more intense or complicated scenarios can be ...
In this study, 72 children from ages three to five were divided into groups to watch an adult confederate (the model) interact with an assortment of toys in the experiment room, including an inflated Bobo doll. For children assigned the non-aggressive condition, the role model ignored the doll. For children assigned the aggressive condition ...
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.
Alignment was designed to help define role-playing, a character's alignment being seen as their outlook on life. A player decides how a character should behave in assigning an alignment, and should then play the character in accordance with that alignment. [28] A character's alignment can change.
Role strain or "role pressure" may arise when there is a conflict in the demands of roles, when an individual does not agree with the assessment of others concerning his or her performance in his or her role, or from accepting roles that are beyond an individual's capacity. Role making is defined by Graen as leader–member exchange.