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Which clippings match 'Role Playing' keyword pg.1 of 2
28 FEBRUARY 2014

Identity performance: YouTubers, real-life dolls and cosplayers

Fig.1 "My Strange Addiction: I'm a Living Doll", TLC, Season 5 (2014), original air date 1 January 2014.

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TAGS

2014Barbie dollbelongingbody modificationcelebrity • china doll • china figurine • commodity fetishismcompulsive behaviourconstructed identitiesconsumer aestheticscosplay • cosplayer • digital narcissismdolldoll fetishism • doll-like features • dollificationdress-up • Emily Smith • escapismexhibitionismfadfamefantasy characterfashionable fadfetishismidentity performanceimpression management • Justin Jedlica • living dolllolitamediated representationmimicry • My Strange Addiction (TV Series) • online behaviouronline followersperformativitypersonapersonal identityplastic surgeryreal-life dollrole playingsensationalismspectacular societysuperficial appearance • TLC (TV network) • Venus Isabelle Palermo • Victoriana • video bloggervisual depictionYouTubers

CONTRIBUTOR

Simon Perkins
22 OCTOBER 2013

Project Management and Business Analysis Guides

"The Project Service Centre (PSC) role within CSU is to establish sound Project Management (PM) principles throughout the organisation. This will provide a means of clearly identifying the true needs of the University and help facilitate those desired outcomes.

To achieve these objectives, the PSC must provide and enhance the methodology for project management and business analysis, including guides and templates. This particular section concentrates on a set of guides which recommends how different processes can be undertaken."

(Charles Sturt University)

TAGS

enefits analysis • brainstormingbusiness analysisbusiness analystbusiness communicationbusiness logicbusiness management • business process modelling • Charles Sturt University • conducting meetings • cost estimatedecision makingdocument analysis • echnical specification • elicitation practices • elicitation process • engineering process • financial analysis • focus group • functional decomposition • gathering requirements • interface analysis • interviewingmodelling and prototyping • needs analysis • PowerPoint lectureproblem-solvingproject managementprototypingquestionnaire • requirements analysis • requirements elicitationrequirements engineeringrequirements gatheringrequirements process • requirements workshop • reverse engineeringrole playingshared practicessoftware engineering • stakeholder interviews • surveysystem requirementsuse casesuser activity data • user observation • workshops

CONTRIBUTOR

Simon Perkins
21 SEPTEMBER 2012

The History of Choose Your Own Adventure Story Fiction

"Choose Your Own Adventure's 'you' centered decision making, and exciting pace, has been cited as an influence in numerous games and media that followed the series. Examples of Choose Your Own Adventure's reference in the gaming world includes Japan's popular Bishoujo video games, which combine narratives with gameplay and mark the beginning of 'the trend in modern gaming toward using technology to allow players control over their stories... taking on characteristics of highly detailed Choose Your Own Adventure novels,' Choose Your Own Adventure is credited with partial responsibility for the heightened popularity of Role Playing Games, including Dungeons and Dragons. Other games which have been referenced as inspired by Choose Your Own Adventure include Mass Effect II which has a narrative–based adaptive difficulty setting where potential gameplay is altered by a player's decision–making early in the game and FormSoft's Adventure Player, a portable memory stick for PlayStation that allows players to build narrative–based games. The Interactive Fiction community has also credited Choose Your Own Adventure as being a major influence of their works."

(Chooseco LLC)

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adventure game • Adventure Player (software) • Bishoujo (video games) • childrens bookschoose your own adventure • CYOA • decision makingdungeons and dragons • FromSoftware • game • game books • gameplaygamesinteractive fictioninteractive narrative • interactive stories • Mass Effect II (game) • memory stick • Memory Stick Duo • narrative-based games • novel • play novel • point of viewPSP • reluctant readers • role playingrole playing gamesstorystory-based experiencetheir storiesvideo game

CONTRIBUTOR

Simon Perkins
20 OCTOBER 2011

Design Council: Design methods

"This section explains some design methods and how they are used by designers. We talk you through everything from brainstorming to physical prototyping."

(UK Design Council)

[Their design 'methods' include: Observation, User diaries, Being your users, Brainstorming, Choosing a sample, Quantitative surveys, Fast visualisation, Secondary research, Focus groups, Assessment criteria, Comparing notes, Drivers and hurdles, Customer journey mapping, Character profiles, Scenarios, Role-playing, Service blueprints, Physical prototyping, Phasing, Final testing, Evaluation, Feedback loops, Methods banks.]

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eing your users • blueprinting • brainstorming • character profiles • choosing a sample • cluster and vote • comparing notes • customer journey mapping • Design Council (UK)design methoddesign methodologydesign methodsdesign researchdesign team • drivers and hurdles • fast visualisation • focus groups • hopes and fears • innovationmethods for design practicemind mapmind mappingobservationpersonas (UCD) • physical prototyping • project space • prototypingquantitative surveysrole playingscenarios • scribble-say-slap • scribble-say-slap brainstorming • secondary research • UCD • user diaries • workshop toolkit

CONTRIBUTOR

Simon Perkins
13 JUNE 2010

No character can exist without the context of a game world

"The role of the character in a role–playing game has long been debated. Yet no character can exist without the context of a game world. The character always has a relationship to its surroundings; the easiest way of creating a character is often through providing a context. Even if one supposedly plays oneself in a fictional world, a character – a variation on the ordinary persona – will soon emerge. "

(Markus Montola & Jaakko Stenros)

[2] Montola, M. and J. S. (eds) (2008). Playground Worlds – Creating and Evaluating Experiences of Role–Playing Games. Finland, Ropecon ry.

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2008 • A Week in Finland • belongingcharactercollaborationcontextconventioncultural codesDenmarkengagementfictional worldFinlandgamegame world • Knudepunkt • Knutepunkt • Knutpunkt • LARPlive-action • live-action role-playing • NordicNorwayparticipationpersonaplayrole playingsocial interaction • Solmukohta • story worldstoryworldsurroundingsSwedenworld of the storyworld-building

CONTRIBUTOR

Simon Perkins
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