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2010 - From MMORPG to a Classroom Multiplayer Presential Role Playing Game
by Hawke Robinson published Feb 29, 2016
From MMORPG to a Classroom Multiplayer Presential Role Playing Game Susaeta, Heinz; Jimenez, FelipeView Profile; Nussbaum, MiguelView Profile; Gajardo, Ignacio; Andreu, Juan JoseView Profile; et al. Educational Technology & Society13.3 (2010): 257-269.
Located in Archives / Primary Archives / 1. Primary List of Documents for Research on RPGs (Others' Research)
File Microsoft Word Document WSTRA Con 16 RPG Research Presentation Proposal Hawkes Robinson 20150110f
by Hawke Robinson last modified May 06, 2017 05:01 PM
Located in Archives / / Therapeutic Recreation / Recreation Therapy / Washington State Therapeutic Recreation Association 2015 Annual Conference
File Microsoft Word Document 2015 Webinar Session Proposal RPG Research Hawkes Robinson 20140919a
by Hawke Robinson last modified May 06, 2017 04:39 PM
Located in Archives / / Therapeutic Recreation / Recreation Therapy / Washington State Therapeutic Recreation Association 2015 Annual Conference
Returned from Speaking at 2016 PNATRA Conference in Portland
by Hawke Robinson published Jan 30, 2016 last modified Jan 30, 2016 05:12 PM — filed under: , , , , , , , , , , ,
Late last night I returned home from speaking at the 2016 Pacific Northwest American Therapeutic Recreation Association conference...
Located in Blog
guide
by Hawke Robinson published Aug 30, 2017
Located in Archives / / 1. Primary List of Documents for Research on RPGs (Others' Research) / Full Text Documents Waiting for permission to publish publicly
Using Role-Playing Games to Treat PTSD at the VA Hospital
by Hawke Robinson published Sep 03, 2013 last modified Aug 22, 2017 04:32 PM — filed under: , , ,
Timothe Loya served six years as a U.S. Marine, also serving in Iraq, and has proposed using tabletop role-playing games to treat returning veterans struggling with Post Traumatic Stress Disorder (PTSD) at the VA Puget Sound Health Care System.
Located in Blog
1999 - New texts and new media in global youth culture: the fantasy roleplaying games.
by Hawke Robinson published Apr 25, 2005 last modified Sep 17, 2015 06:10 AM — filed under: , , , , , , ,
Sørensen, Anne Scott (1999). New texts and new media in global youth culture: the fantasy roleplaying games. Young, vol. 7, no. 3. <http://www.alli.fi/nyri/young/1999/articleS%F8rensen99-3.htm>. Psychological and sociological study from interviews with 13-16 year old boys in Danish game club. Warning: heavy use of jargon. 10 pages. [No longer online.]
Located in Archives / Primary Archives / 1. Primary List of Documents for Research on RPGs (Others' Research)
Notes from experiments on RPG optimization - Maximizing enjoyment, benefit, immersion, flow, safety, etc.
by Hawke Robinson published May 25, 2017 last modified Apr 28, 2018 12:43 PM — filed under: , , , , , , , , , , , , , , , ,
Here is a summary of many observations I have made over the decades through various experiments in trying to optimize the RPG experience. This is from a huge pile of hundreds of documents I have written, spanning over 15+ years of research (and nearly 40 years of RPG experience). It will likely take me a year or more to finish integrating all that information into this document. All of the placeholder topics I currently have documents to fill in the blanks, but I time is the challenge in doing so. Bit by bit I am uploading all that content to here.
Located in Blog
2014 - Experiences of Hobby Game Players: Motivations Behind Playing Digital and Non Digital Games | GrogHeads
by admin published Jun 21, 2017 last modified Jun 13, 2018 11:20 PM — filed under: ,
Central to our understanding of why people play digital games (either video or computer games) is to understand the reason people want to “play” a game in the first place. Playing, once reserved for only real-life interactions among people, is now the venue for interacting with digital manifestations of reality; but the question remains, is this digital-based playing different than real-based playing? The purpose of this study was to investigate the patterns of motivation and usage by card, role-playing, computer, and board game players, known in this study as hobby game players. Through an online survey, we measured the reasons people play these games, as well as the milieu in which they play these games are played. What does the game player like in a game? Why does the gamer like this? What motivates continued game play and preferences for types of games? The results indicate that digital game playing shares several underlying motivations with its pre-digital predecessors, but in ways that are still different than tabletop gaming.
Located in Archives / / Additional Reference Material / To Be Sorted
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by admin published Jun 21, 2017 — filed under:
Located in Archives / / 1. Primary List of Documents for Research on RPGs (Others' Research) / Full Text Documents Waiting for permission to publish publicly