Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Is interactivity actually important?
Proceedings of the 3rd Australasian conference on Interactive entertainment
Role playing games: comparative analysis across two media platforms
Proceedings of the 3rd Australasian conference on Interactive entertainment
Managing emergent character-based narrative
Proceedings of the 2nd international conference on INtelligent TEchnologies for interactive enterTAINment
Player talk—the functions of communication in multplayer role-playing games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts (Part II)
An Intelligent Plot-Centric Interface for Mastering Computer Role-Playing Games
ICIDS '08 Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
From Tabletop RPG to Interactive Storytelling: Definition of a Story Manager for Videogames
ICIDS '09 Proceedings of the 2nd Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Being there: participants and spectators in interactive narrative
ICVS'07 Proceedings of the 4th international conference on Virtual storytelling: using virtual reality technologies for storytelling
MMORPGS and cognitive performance: A study with 1280 Brazilian high school students
Computers in Human Behavior
Explorations in player motivations: virtual agents
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
Guidelines for personalizing the player experience in computer role-playing games
Proceedings of the 6th International Conference on Foundations of Digital Games
Personalizing the player experience in MMORPGs
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Communication in multi-player role playing games – the effect of medium
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Framing storytelling with games
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Game mastering in collaborative multiplayer serious games
Edutainment'12/GameDays'12 Proceedings of the 7th international conference on Edutainment, and Proceedings of the 3rd international conference on E-Learning and Games for Training, Education, Health and Sports
ICIDS'12 Proceedings of the 5th international conference on Interactive Storytelling
Villains, architects and micro-managers: what tabula rasa teaches us about game orchestration
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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The concept of a Game Master (GM) is associated with a range of functions in role playing-based games, from pen and paper role playing games to live action-, computer- and massively multiplayer online role playing games. The functionality of the GM across game platforms is directly related to a handful of variables.In spite of being a core concept in role playing games, the full range of tools provided to GMs have not been fully integrated across the game platforms. The introduction of GM functionality in multiplayer computer role playing games such as Vampire the Masquerade: Redemption and Neverwinter Nights, indicate a substantial potential for development of toolsets for human-controlled interactive, emergent storytelling environments in virtual worlds, at several levels of functionality. Giving control of the game world to the players encourages a dynamic form of storytelling in games which is more reactive, and tailored to the specific players, than what is currently possible using pre-programmed static narratives or automated storytelling engines.