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Through Texas State University (TSU) Role-Playing Games (RPG) as Intervention Modalities to Achieve Therapeutic & Educational Goals for Individuals and Groups from the Therapeutic Recreation / Recreation Therapy Perspective.



Video with voice over to this presentation available here: This is a shorter summary of the 2 hour presentation. This was created for The 2016 Living Games Conference Research studies on the educational and therapeutic aspects of participation in role-playing games. The essay paper for this event was submitted for peer review and rejected as the draft was, and I didn't have time at the time to make the needed changes to the paper. The non-academic track (not peer reviewed) related slideshow and recorded audio/video were accepted for presentation at the event (albeit a poorly done video that was painfully accelerated to squeeze into the allotted time).
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This study examined the levels of empathy and absorption of individuals who regularly play fantasy and science fiction role-playing games. A hypothesis was developed that higher levels of empathy would be found in individuals who fantasy role-play based upon previous research in hypnosis such as J. R. Hilgard's (1970) imaginative involvement hypothesis, research into the "fantasy prone" personality type (Wilson & Barber, 1981), and the empathic involvement hypothesis (Wickramasekera II & Szlyk, 2003). The participants in the current study were 127 fantasy role-players who volunteered and completed the Davis Interpersonal Reactivity Index (empathy) and the Tellegen Absorption Scale (absorption). The results demonstrated that those who play fantasy role-playing games scored significantly higher than the comparison group on the IRI scale of empathy, confirming the hypothesis that fantasy role-players report experiencing higher levels of empathic involvement with others. Correlational analysis between the measures demonstrated a significant positive correlation between empathy and absorption (r = .43, p < .001). These results collectively suggest that fantasy role-players have a uniquely empathically-imaginative style. The results also confirm and extend previous findings on the relationship between empathy and absorption as predicted by the Empathic Involvement Hypothesis (Wickramasekera II & Szlyk, 2003).
This study investigated the effects of trait-level hostility, interface types, and character identification on aggressive thoughts and overall game experience after playing a violent video game. Results showed that the mapping interface made participants with high trait-level hostility more readily accessible to aggressive contracts, yet it did not have any significant impact for participants with low trait-level hostility. Participants with low trait-level hostility reported more positive game experience in the mapping interface condition, while participants with high trait-level hostility in the same condition reported more negative game experience. Results also indicated that character identification has moderating effects on activating aggressive thoughts and mediating effects on overall game experience. Implications regarding possible ways of reducing potentially negative outcomes from violent games are discussed.
Examined the relationship between fantasy role-playing games (e.g., Dungeons & Dragons) and satanic practices. 217 men completed questionnaires and were categorized as 66 fantasy role-playing gamers, 26 satanic dabblers, and 125 noninvolved controls. All Ss were measured for personality dimensions of psychoticism, extraversion, and neuroticism using the Eysenck Personality Questionnaire (EPQ)-Revised; for beliefs in paranormal phenomena using the Belief in the Paranormal Scale; and for involvement in gaming and satanic practices using the Satanic and Fantasy Envelopment survey. Data revealed that fantasy gamers were different from satanic dabblers in major personality characteristics, paranormal beliefs, and interest in satanic practices. Satanic dabblers were significantly higher on psychoticism, introversion, and belief in the paranormal. Evidence is not consistent with the hypothesis that fantasy role-playing games are precursors to satanic practices. (PsycINFO Database Record (c) 2012 APA, all rights reserved)
The media has speculated about negative effects of the role-playing game Dungeons and Dragons on players of the game. This study examined differences in feelings of alienation between 35 active players and 35 nonplayers. Fewer players expressed feelings of meaninglessness and more players expressed feelings of cultural estrangement than nonplayers. Other feelings of alienation between players and non-players were not different. Also, more committed players--those who spent more money on the game and played the game more frequently--expressed greater feelings of alienation.
The Bible Remains America's Favorite Book
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Playing video games for up to an hour a day 'is good for children The Telegraph UK. 2014. Gray, Wilbur. Colonel A Short history of Wargames
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Gosden, Emily. " Playing video games for up to an hour a day 'is good for children'. " The Telegraph UK. 2014. Gray, Wilbur. Colonel. " A Short history of Wargames. " On The Northwest Historical Miniature Gaming Society website. Viewed November 17th, 2008.
Games Unsuspecting People Play: Dungeons & Dragons " . 1984. For The Daughters of St
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Shanahan, Louise. " Games Unsuspecting People Play: Dungeons & Dragons ". 1984. For The Daughters of St. Paul. Catalog number: PM0798.