Gregory, S. & Masters, Y. (2012). Real thinking        with virtual hats: A role-playing activity for pre-service        teachers in Second Life. In M. J. W. Lee, B. Dalgarno        & H. Farley (Eds), Virtual worlds in tertiary education: An        Australasian perspective. Australasian Journal of Educational          Technology, 28(Special issue, 3), 420-440.        http://www.ascilite.org.au/ajet/ajet28/gregory.html
        
        Abstract: Role-plays in a virtual world hold tremendous      potential for higher education because they allow synchronous,      immersive participation by students located across the globe. They      also have the added advantage of allowing students to adopt roles      and carry out tasks that are not possible in the real world. In this      article, a project that involved pre-service teachers carrying out      role-plays based on de Bono's Six Thinking Hats framework is      presented. A pilot study was carried out over two years with      on-campus students, who performed the role-plays both in a      real-life, physical setting and within the virtual world of Second        Life. The activity has since been extended to off-campus      students exclusively using Second Life. The authors report      selected quantitative and qualitative survey data from the pilot      study that provide insight into students' perceptions of this style      of learning, and discuss the challenges that were encountered and      how they were overcome. The future of virtual world-based      role-playing as a strategy for teaching and learning is discussed,      with a focus on its application to distance education contexts.
      
      Felan Parker:        The Set-Up, the Tilt and the Aftermath: Role-playing the        Caper-Gone-Wrong Film in Fiasco
      Presented at        the 2012 Film Studies Association of Canada          annual conference
          https://www.academia.edu/4530327/The_Set-Up_the_Tilt_and_the_Aftermath_Role-playing_the_Caper-Gone-Wrong_Film_in_Fiasco          
          (again, if PDF download doesn't work for you, I can help out)
          
        Brian Ballsun-Stanton, Ernest Mueller, C. Roll      Eskridge: Clerics, Magic Users, Fighters and Thieves: Theoreticals      Approaches to Rules Questions on the Role-Playing Games Stack      Exchange
  https://www.academia.edu/5690703/Clerics_Magic_Users_Fighters_and_Thieves_Theoretical_Approaches_to_Rules_Questions_on_the_Role-Playing_Games_Stack_Exchange
      alternate link: http://bit.ly/RpgSeCaseStudy
      So far, this seems to be an online publication independent of any      magazines.
      
      ABSTRACT: Many different approaches to the understanding of RPG      rules exist within the gaming community. The rules as written      conflict with the player’s urge to mimic reality. The freedom of a      game
      master’s imagination fights with the reassuring weight of authority      of established sources. From these axes, a design space emerges. We      label the quadrants of the design space with the classic archetypes      of RPGs. Clerics (Jurists) find answers to rules questions within      the rules as written. Magic Users (Innovators) invent new rules to      complement the sourcebooks. Fighters (Realists) use external reality      to inform the rules-as-intended. Thieves (Imaginatives) obey the      rule-of-cool and consider that anything goes in the pursuit of      entertainment. We apply this design space to a case study of      interesting questions and answers found on the RPG.stackexchange.com      site, and apply archetypes to the answers we found. 
      
      
      Brian Ballsun-Stanton, Samuel Russell (2012) Constrained      Optimization in Dungeons and Dragons : A Theory of Requirements      Generation for Effective Character Creation.
      http://bit.ly/ConstrainedOptRPG
      
      ABSTRACT
      The articulation of effective character requirements during the
      process of character creation in a RPG can provide for more
      interesting, functional, and rewarding characters for all players at
      the table. This document explores a theoretical model of character
      interaction that relates a character’s mechanical and narrative
      components to the underlying game and applies that model to the
      practice of character creation in D&D. This model includes three
      levels: the mechanical-theoretical, a design space of potential
      choices; the mechanical-functional, an articulation of instantiated
      choices within the rules, and the story-expression level, providing
      links between the desired character narrative and the earlier
      levels. With these requirements, we then provide methodologies
      for individual and group character creation using the theoretical
      model.
          
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