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File chemical/x-pdb 2010 A Study of Biofeedback in a Gaming Environment
by Hawke Robinson last modified Jun 18, 2020 01:33 PM — filed under:
A snippet of the article. Xin Du Simon Fraser University, Canada Stephen R. Campbell Simon Fraser University, Canada David Kaufman Simon Fraser University, Canada AbSTRACT This chapter reports on a study of biofeedback in a gaming environment incorporating the acquisi- tion and analysis of physiological data sets in tandem with other behavioral and self-report data sets. Preliminary results presented here provide some groundwork toward subsequent study in this area, as more comprehensive and detailed treatments will require further research. The main contribution and focus of this chapter concerns our experiences in applying methods not typically available to educational researchers. Our results are promising, though they cannot be taken to be definitive. Further develop- ments and applications of these methods will lead to more detailed investigations as to what people may learn or gain from biofeedback in gaming environments, along with interdependencies of biofeedback and gaming pertaining to affect, motivation, behavior and cognition, and perhaps especially, to learn- ing anxiety.
Located in Archives / / 1. Primary List of Documents for Research on RPGs (Others' Research) / Bio and Neuro Feedback or Monitoring
Effects of Trait Hostility and Violent Video Games
by Hawke Robinson published Dec 18, 2015 last modified Jun 11, 2020 10:36 AM — filed under: , , , , ,
Effects of Trait Hostility, Mapping Interface, and Character Identification on Aggressive Thoughts and Overall Game Experience After Playing a Violent Video Game - Younbo Jung, PhD, Namkee Park, PhD, and Kwan Min Lee, PhD - Cyberpsychology, Behavior, and Social Networking
Located in Blog
Update correlative and meta-research information regarding role-playing gamers
by Hawke Robinson published Oct 31, 2012 last modified Aug 14, 2015 07:30 PM — filed under: , ,
Most of the existing research on role-playing gamers is dated from the 1980's and early 1990's. As an initial significant first step for the RPG Research Project, bring the correlative and meta-analysis data up to date.
Located in Blog
Escapism and Gaming
by Hawke Robinson published Jun 18, 2016 last modified Jun 11, 2020 10:50 AM — filed under: , , , , , , , , , ,
The arguments about "Escapism" often recur, and I recently saw someone posting about it again. This topic is addressed in the presentations at Washington State and Pacific Northwest American Therapeutic Recreation Association Conferences, so here is a snippet on the topic...
Located in Blog
2010 -Virtual Playgrounds? Assessing the Playfulness of Massively Multiplayer Online Role-Playing Games
by Hawke Robinson published Feb 29, 2016 last modified Aug 30, 2020 08:30 AM
Virtual Playgrounds? Assessing the Playfulness of Massively Multiplayer Online Role-Playing Games Graham, Kerrie LewisView Profile. American Journal of Play3.1 (2010): 106-125.
Located in Archives / Primary Archives / 1. Primary List of Documents for Research on RPGs (Others' Research)
Old Research Repository
by Hawke Robinson published Aug 16, 2017 last modified Mar 21, 2019 02:48 PM
This is RPG Research's older research repository. We are currently moving more than 3,000 content items (1 multi-page essay equals 1 content item) from this old site to our new repository at www.rpgresearch.com/research . The new repository is better organized and formatted, but it takes months for our volunteers to move all this content from the old site to the new site, so we are keeping the old repository available until the move is complete. All new research is being added to the new repository, no new research is being added to this old repository as of 2018.
ADD/ADHD Classroom Modifications: Gamification - Competitive vs. Cooperative
by Hawke Robinson published Jan 19, 2016 last modified Jul 05, 2020 07:33 AM — filed under: , , , , , , , , ,
This is a less formal, discussion posting. Not really cleaned up, since I have other deadlines looming where I need to focus my time. But I wanted to post it while thinking about it, before it gets buried by other projects. It is a slightly lengthy, not quite essay, regarding my concerns about the recommendations for "gamification" of instruction in the classroom, especially competitive versus cooperative. It is posted more as a forum discussion request. I look forward to everyone's comments. At the time of this posting I was taking an elective course in Teaching Youth & Teens with ADD / ADHD & Executive Function (EF) Deficits. Basically how to understand and provide appropriate adaptations when teaching this population group. Part of the course includes online discussions. I thought I would save for discussion outside of the classroom, my postings of related topics. I welcome feedback from others...
Located in Blog
Comment Standardization of systems/settings for research, therapies, and education
by Hawke Robinson last modified May 19, 2017 05:51 PM
Here is the current thinking/status. While I have many favorite systems that are out of print, if we are going to have clients learn a system, it would be better if it is a system they can buy and continue even after discharge (part of the Therapeutic Recreation methodology), so they can continue "treatment" benefits on their own. We want combinations of systems and settings that have built into the rules strong encouragement for "good" (desired) behaviors, and discouragement for "bad" (undesired) behaviors (typical to "murder hobos", "chaos players", etc.). For Fantasy RPG, we are for now standardizing on Dungeons & Dragons 5th Edition for training people how to use RPGs as just a basic fundamental skill set, but with recommendations to build further upon that base platform. This includes RPG Therapeutics intro level workshops. For RPG Therapeutics education and especially therapeutic programs that we provide, we are standardizing on Adventures in Middle-earth (AiMe) D&D 5e + TOR. This systems & setting combination provides an ideal combination that is published and accessible for people to buy and continue on their own, that has strong capacities for behavior modification built into the system (shadow points, fellowship, etc.). I really like TOR, in some ways more than AiMe, but we'll try AiMe with some TOR add-ons for a while. I would like to do some play testing with groups running pure TOR, and groups running AiMe+ TOR, and groups running straight AiMe, and see which looks closer to meeting our/clients long term goals. TOR is a great system, but D&D is of course the "lingua franca" of the RPG community so much easier for discharged clients to find other groups to play the same system, versus the rarity of TOR groups, alas. For Science Fiction System/Setting, I am thinking possibly Babylon 5, though I really like the setting for Serenity/Firefly (I like Serenity's version of the Cortex system a lot more than Firefly's revised overly abstract version). Both systems very much take on heavy, complicated issues of right and wrong, consequences to behaviors, etc. The currently published B5 system is based on Traveller, while the first B5 system was its own (though with some nice features), but most of the content available is from the in-between versions using d20 3.x based (but much more deadly for combat than normal 3.x). Since B5 is heavily based on Tolkien, and has such a rich setting, and with The 4 big questions built into it, that apply not only to the game, but also to the players: Who are you? What do you want? Where are you going? Why are here? Of course there are Star Wars, Star Trek, Stargate SG-1 (REALLY good system for whipping up worlds and adventures quickly on the fly, though it is d20 3.x (I see that as a con)), and others. Star Wars & Star Trek are the mostly widely known settings, though more recent versions are a lot more fluff and action, and lacking in a lot fo ways, but in an RPG setting this could possibly be improved. Though I own it, I haven't actually run the newer Star Wars system, I mostly ran the old d6 version (and enjoyed). I liked the old FASA Star Trek better than the later versions, but of course those are not only long out of print, but very difficult to track down. Any other better Science Fiction settings/systems folks could suggest, that are as accessible as Middle-earth is to Fantasy, and with a decent system that includes behavior modification and encouragement to play more "heroic" type play and discourage "murder hobo" chaos player styles, built into the system and setting the way TOR and AiMe are? For horror, I am thinking Call of Cthulhu, latest d6 version, 1920s setting (though all the other settings are an option, including modern)? I don't think Vampire/Werewold/World of Darkness/Etc is a very appropriate system/setting for most of our clientelle, though for research it is of course interesting to consider. For Super Heroes, ? I am thinking maybe something like Agents of Shield setting from our existing program plans, but what system? For a Western system, I'm not aware of anything that is truly a straight western cowboy style system since Boot Hill. Anyone have any other suggestions? For murder mystery type? Historical system/settings? Modern military system/settings? (I really like Twilight 200, but doesn't meet criteria for being published, and doesn't have built-in behavioral tools alas). Other genres? I look forward to everyone's suggestions. Happy Gaming! -Hawke        
Located in Community Discussion / / The RPG Research Project Discussion / Standardization of systems/settings for research, therapies, and education
2008 - RPGR-A00003 - The Defamation of Role-playing Gaming and Gamers.
by Hawke Robinson published Sep 29, 2015 last modified Jan 11, 2016 03:57 PM — filed under: , ,
By W.A. Hawkes-Robison Original Version 2008-11-20 Version 2 2008-12-06 Version 3 2011-12-09 Updated for Creative Commons License: 2012-09-29
Located in Archives / The RPG Research Project Specific Archives / Project Archives
2011 - A study on the goal value for massively multiplayer online role-playing games players
by Hawke Robinson published Feb 29, 2016 last modified Aug 30, 2020 08:18 AM
A study on the goal value for massively multiplayer online role-playing games players Lin, Yu-Ling; Lin, Hong-Wen. Computers in Human Behavior27.6 (Nov 2011): 2153-2160.
Located in Archives / Primary Archives / 1. Primary List of Documents for Research on RPGs (Others' Research)