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2008 - RPGR-A00004 Role-playing Games Used as Educational and Therapeutic Tools for Youth and Adults
by Hawke Robinson published Dec 10, 2008 last modified Jan 11, 2016 03:58 PM — filed under: ,
by W.A. Hawkes-Robinson - Original Version 2008-12-10 - Revised 2011-12-06 - Revised for release under Creative Commons: 2012-09-30
Located in Archives / The RPG Research Project Specific Archives / Project Archives
2007 - An exploratory study on the players of "Dungeons and Dragons"
by Hawke Robinson published Dec 31, 2007 last modified Sep 17, 2015 06:59 AM — filed under: , , , , , , , , ,
Wilson, David Louis, Ph.D., INSTITUTE OF TRANSPERSONAL PSYCHOLOGY, 2007, 51 pages; 3275681
Located in Archives / Primary Archives / 1. Primary List of Documents for Research on RPGs (Others' Research)
2007 - RPGR-A00006 - The Battle Over Role Playing Gaming
by Hawke Robinson published Jun 29, 2007 last modified Jan 11, 2016 03:56 PM — filed under: ,
Other Minds Magazine Version - by W.A. Hawkes-Robinson.
Located in Archives / The RPG Research Project Specific Archives / Project Archives
Game Master Therapist & Game Master Instructor
by Hawke Robinson published Nov 05, 2005 last modified Aug 14, 2015 04:51 PM — filed under: , ,
If indicated viable from the research results of all the previous steps, define the requirements for a Game Master Therapist (GMT) or Game Master Instructor (GMI) in applying a role-playing game therapeutic or educational module.
Located in Blog
Early theory thoughts - Overview
by Hawke Robinson published May 05, 2005 last modified Aug 17, 2015 02:51 AM — filed under: , , , , ,
Just the general overview theory I have about participation in RPGs. These ideas will be tested as I work out more detailed hypotheses to test these concepts for validity...
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)
Vision of the future
by Hawke Robinson published Dec 05, 2004 last modified Aug 22, 2017 04:23 PM — filed under: , , , ,
It is still far to early to be sure that this vision for the future will even be relevant several years from now, as the research data begins to roll in, but if any of the core assumptions hold even remotely true, then the long term goal of creating RPG therapy modules could become a reality.
Located in Blog
Create Adventure Modules for Specific Client Needs, such as PTSD, Depression, Autism, Traumatic Brain Injury Recovery, and others
by Hawke Robinson published Nov 02, 2004 last modified Aug 14, 2015 04:54 PM — filed under: , ,
Experiment with creating “adventure modules” specifically designed to address targeted population needs such as socialization issues between different groups.
Located in Blog
Determine if any Controllable Variables That Can Lead to Using Role-playing Games as a Therapeutic Modality
by Hawke Robinson published Nov 01, 2004 last modified Aug 14, 2015 07:46 PM — filed under: , ,
Determine if there are any controllable, repeatable "positive" or "negative", statistically significant characteristics of role-playing gaming sessions that can clearly be defined and controlled, and might be most useful to using role-playing games for specific therapeutic treatments, either separately or in conjunction with other therapy modalities.
Located in Blog
2004 - RPGR-A00001 An Overview of the History and Potential Therapeutic Value of Role-playing Gaming
by Hawke Robinson published Sep 30, 2004 last modified Jan 11, 2016 03:54 PM — filed under: , ,
Role-playing gaming (RPGing) has its roots as far back as ancient history with the development of war-gaming. War-gaming is the simulation of combat strategies and tactics represented in reduced scale with various rules, often with some sort of randomizing agent such as dice or cards to add an element of “realistic” unpredictability. As long as there has been organized warfare, there appears to have been some form of war-gaming in every culture throughout history. Chess and the Chinese game Go both are very much based on war-gaming, but considered lacking by some because of the lack of unpredictability offered by “true” war-gaming using some degree of randomization. The RPG Research Project Document ID #RPGR-A001-A-20120927A-CC
Located in Archives / The RPG Research Project Specific Archives / Project Archives