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File Microsoft Word Document Berkenstock Response to Pohjola
by Hawke Robinson last modified Mar 28, 2016 12:33 PM — filed under:
Located in Archives / / Facebook Role-Play Theory Study Group Repository / FB Group Files
File PDF document 2. Mike Pohjola Autonmous Identites Immersion as a Tool for Exploring, Empowering, and Emancipating Identities
by Hawke Robinson last modified Mar 28, 2016 12:33 PM — filed under:
Located in Archives / / Facebook Role-Play Theory Study Group Repository / FB Group Files
File PDF document Fundamental Components of the Gameplay Experience Analysing Immersion 06276.41516
by Hawke Robinson last modified Apr 13, 2016 02:17 PM
Located in Archives / / Additional Reference Material / To Be Sorted
Recent Discussion Partial Short List of RPG Benefits
by Hawke Robinson published Mar 30, 2018 last modified Mar 30, 2018 06:27 PM — filed under:
Here are excerpts from a recent email summarizing just a few of the many benefits of RPGs...
Located in Blog
LARP and Consent Culture
by Hawke Robinson published Jun 21, 2017 — filed under:
Located in Archives / / Additional Reference Material / LARP and Bleed
Notes from experiments on RPG optimization - Maximizing enjoyment, benefit, immersion, flow, safety, etc.
by Hawke Robinson published May 25, 2017 last modified Apr 05, 2018 09:29 AM — 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
Bleed: The Spillover Between Player and Character
by Hawke Robinson published Jun 21, 2017 last modified Aug 15, 2017 10:25 PM — filed under:
Participants often engage in role-playing in order to step inside the shoes of another person in a fictional reality that they consider “consequence-free.” However, role-players sometimes experience moments where their real life feelings, thoughts, relationships, and physical states spill over into their characters’ and vice versa. In role-playing studies, we call this phenomenon bleed.[1]
Located in Archives / / Additional Reference Material / LARP and Bleed
Planning for VR/AR integration/supplementation of RPG/LARP
by Hawke Robinson published Jun 05, 2016 last modified Sep 19, 2017 11:33 PM — filed under: , , , , , ,
I am in the middle of finals right now, but will be looking into trying to test out Virtual Reality (VR) and Augmented Reality (AR) TRPG & LARP using a combination of items...
Located in Blog
HBO's VICE Documentary Article Mentions Hawke Robinson & RPG Research - "Denmark - LARPing Is the Future of Education"
by Hawke Robinson published Oct 12, 2015 last modified Aug 22, 2017 04:24 PM — filed under: , , , , , , , ,
HBO's VICE Media - At This Danish School, LARPing Is the Future of Education October 7, 2015, By Mike Pearl.
Located in Blog
Experiences of Hobby Game Players: Motivations Behind Playing Digital and Non Digital Games | GrogHeads
by admin published Jun 21, 2017 last modified Aug 22, 2017 04:29 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