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Emotional Stability Pertaining to the Game Vampire: The Masquerade

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A role-playing game called Vampire: The Masquerade has been described in the popular press as etiological of antisocial behavior. The 16 PF was administered to players of the game and the years of playing the game was correlated with scores on antisocial behavior. No relationship was found with amount of exposure to the game on Factor C.
... g. Abyeta y Forest, 1991;Simon, 1987;1998), incluso se han asociado diferentes estereotipos a los jugadores de rol, como por ejemplo que son personas aisladas, emocionalmente inmaduras o que posen personalidades patológicas. Nuestros resultados han mostrado que la mayoría de los encuestados consideran que en muchas ocasiones esos estereotipos son ciertos, a pesar de que en numerosos estudios se ha demostrado que son erróneos (v. ...
... g. Abyeta y Forest, 1991;Simon, 1987;1998), incluso se han asociado diferentes estereotipos a los jugadores de rol, como por ejemplo que son personas aisladas, emocionalmente inmaduras o que posen personalidades patológicas. Nuestros resultados han mostrado que la mayoría de los encuestados consideran que en muchas ocasiones esos estereotipos son ciertos, a pesar de que en numerosos estudios se ha demostrado que son erróneos (v. ...
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Mass media have showed a negative image of role playing games in the United States and also in Spain. Murders, suicides and a certain grade of psychosis seems associated with the RPGs, at least on the n ewspapers. Curiously, these opinions, do not seem to correspond to the scientific investigations realized until now, neither with the legal choices dictated on related cases. This investigation analyzes quantitatively the opinions in a questionnaire of 133 young people Abella García, V., & Grande de Prado, M. (2010). JUEGOS DE ROL COMO ESTRATEGIA EDUCATIVA: PERCEPCIONES DE DOCENTES EN FORMACIÓN Y ESTUDIANTES DE SECUNDARIA. TeoríA De La EducacióN: EducacióN Y Cultura En La Sociedad De La InformacióN, 11(3), 27 - 54. Recuperado de http://campus.usal.es/~revistas_trabajo/index.php/revistatesi/article/view/7449
... Dotąd wiele publikacji poświęcono badaniom osób angażujących się w gry narracyjne (fabularne) (zob. Chmielnicka-Kuter, 2004), wykazując między innymi brak różnic pomiędzy graczami a nie-graczami w zakresie stabilności emocjonalnej (Simon, 1987(Simon, , 1998, porównywalne bądź niższe wskaźniki Neurotyczności i Psychotyczności u graczy (Abyeta, Forest, 1991;Carter, Lester, 1998), brak u graczy symptomów depresyjnych i tendencji samobójczych (Carter, Lester, 1998) oraz podobny poziom poczucia wyobcowania graczy i osób nie angażujących się w gry narracyjne (DeRenard, Kline, 1990). Gry narracyjne zostały również uznane za skuteczne narzędzie w edukacji (zob. ...
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Artykuł porusza problematykę wykorzystania gier narracyjnych na użytek psychologii. Ujmuje gry narracyjne jako gry projekcyjne, pozwalające dotrzeć do ukrytych potrzeb i motywów graczy poprzez wykorzystywanie świata gry, który stanowi zestaw symboli mających dla graczy osobiste znaczenie. Diagnoza graczy możliwa jest dzięki analizie charakterystyk oraz sposobów postępowania tworzonych przez nich postaci. Terapia przy użyciu gier narracyjnych pozwala na wspomaganie leczenia niektórych zaburzeń psychicznych (jak fobia czy depresja), rozwijanie kompetencji społecznych, a zatem naukę radzenie sobie z przykrymi emocjami i kształtowanie sposobów myślenia. Przeciwwskazania do wykorzystywania gier narracyjnych w diagnozie i terapii stanowią zaburzenia psychotyczne i osobowościowe, defi cyty intelektualne i nieumiejętność oddzielenia Ja od Ja postaci.
... Dotąd wiele publikacji poświęcono badaniom osób angażujących się w gry narracyjne (fabularne) (zob. Chmielnicka-Kuter, 2004), wykazując między innymi brak różnic pomiędzy graczami a nie-graczami w zakresie stabilności emocjonalnej (Simon, 1987(Simon, , 1998, porównywalne bądź niższe wskaźniki Neurotyczności i Psychotyczności u graczy (Abyeta, Forest, 1991;Carter, Lester, 1998), brak u graczy symptomów depresyjnych i tendencji samobójczych (Carter, Lester, 1998) oraz podobny poziom poczucia wyobcowania graczy i osób nie angażujących się w gry narracyjne (DeRenard, Kline, 1990). Gry narracyjne zostały również uznane za skuteczne narzędzie w edukacji (zob. ...
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... Simon's aim in this study was to pay particular attention to Factor C: Emotional Stability and this yielded perfectly healthy personality profiles with an increased level of Cattell's factor Q1, 'Experimenting; Liberal; Freethinking', as the only unusual result. Following his original study on the emotional stability of those involved withDungeons & Dragons, Simon (1998)There is a similarity between 16PF Factor Q1 'Experimenting; Liberal; Freethinking' (as seen inCarroll & Carolin 1989;Simon 1987Simon & 1998) and Goldberg's Big-5's Factor 'Openness to Experience' (as seen in Yee 1999), considering that Goldberg's Big-5 were originally derived from Cattell's 16PF. As such, it is not surprising that Role-playing gamers have been shown to have increased scores in both of these factors.Douse & McManus (1993)looked at the personality of fantasy game players using the Bem Sex Role Inventory, Decision-Making Questionnaire, Eysenck Personality Inventory and Davis' Empathy Questionnaires. ...
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The game of Dungeons & Dragons, which involves extensive fantasy role-playing by the participants, has been blamed by groups of lay people for having caused a number of suicides and homicides, as well as generally promoting such behavior. The 16 PF was administered to players of the game and a Pearson correlation was performed between years of playing the game and their emotional stability as measured by Factor C of the test. No significant correlation was found.
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Fantas role-playing for mutual aid in children's groups: a case illustration. Social Work with zroz,ps
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