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2014 - Experiences of Hobby Game Players: Motivations Behind Playing Digital and Non Digital Games | GrogHeads
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by
admin
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published
Jun 21, 2017
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last modified
Jun 13, 2018 11:20 PM
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filed under:
Computer Gaming,
Potential RPG Research Question
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.
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2010 - Reflections on Play, Pedagogy, and "World of Warcraft"
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by
admin
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published
Feb 29, 2016
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last modified
Jun 21, 2017 09:13 AM
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filed under:
Computer-based: solo, multiplayer, VR, AR, etc.
Reflections on Play, Pedagogy, and "World of Warcraft"
Pirius, Landon K.; Creel, Gill. EDUCAUSE Quarterly33.3 (2010): 12.
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2006 - "Neverwinter Nights" in Alberta: Conceptions of Narrativity through Fantasy Role-Playing Games in a Graduate Classroom
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by
admin
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published
Feb 29, 2016
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last modified
Jun 18, 2020 02:01 PM
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filed under:
Computer-based: solo, multiplayer, VR, AR, etc.,
Abstract,
Discipline: Education / Formal Classroom Setting,
Peer Reviewed
"Neverwinter Nights" in Alberta: Conceptions of Narrativity through Fantasy Role-Playing Games in a Graduate Classroom. Gouglas, SeanView Profile; Sinclair, StefanView Profile; Ellefson, OlafView Profile; Sharplin, ScottView Profile. Innovate: Journal of Online Education2.3 (2006): 5.
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1991 - RELATIONSHIP OF ROLE-PLAYING GAMES TO SELF-REPORTED CRIMINAL BEHAVIOUR
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by
admin
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published
Jun 13, 2018
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filed under:
archived article,
Full Text,
Others' research,
Peer Reviewed: Unconfirmed,
Discipline: Psychology,
research,
stereotype(s) disproved,
Archive,
Material to read
SUZANNE ABYETA AND JAMES FOREST. University of Manitoba. Psychological Reports, 1991, 69, 1187-1192. O Psychological Reports 1991
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Website User Account Self-Registration Now Available
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by
admin
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published
Nov 14, 2015
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last modified
Oct 27, 2020 02:14 PM
We had some technical issues requiring disabling of users creating new accounts. We believe those issues are now resolved. You can now create your own accounts on the website so that you can participate in the forum, comments, uploads, etc. Thank you for your patience and support!
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Doeseasydoit
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by
admin
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published
Jun 21, 2017
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filed under:
Computer Gaming
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GeekCulture An Annotated Interdisciplinary Bibliography
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by
admin
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published
Jun 21, 2017
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filed under:
archived article,
Full Text,
Geek Culture,
RPG Format: Computer-based,
Computer gaming/gamers tabletop RPG Dungeons & Dragons - D&D,
RPG Format: Tabletop,
RPG Format: Live-action,
RPG Format: Solo adventure books/modules (Choose Your Own Adventures (CYOA), etc.)
Sure games are fun. Yet the play that's built into them does not make them false; it makes them psychologically truer even than everyday life. Games can Solve major crises, train war heroes, and civilize us all. What the world needs is not less time for playing games but more.
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Wanna Play?
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by
admin
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published
Jun 21, 2017
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last modified
Jun 28, 2020 08:05 AM
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filed under:
Computer Gaming,
Discipline: Psychology
Sure games are fun. Yet the play that's built into them does not make them false; it makes them psychologically truer even than everyday life. Games can Solve major crises, train war heroes, and civilize us all. What the world needs is not less time for playing games but more.
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1984 - D&D phenomenon
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by
admin
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published
Jan 24, 2013
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last modified
Aug 16, 2017 05:35 PM
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filed under:
archived article,
Others' research,
Effects of RPG,
Discipline: Education / Formal Classroom Setting,
rpg for education,
TODO,
Material to read
Sutton, Roger (1984, November). D&D phenomenon, "In the YA Corner" column, from SLJ School Library Journal, page 82. Use of RPG in stimulating library use by youth, by a Chicago branch librarian.
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1984 - Effects of simulation game play upon oral language development and internalization of locus of control among mildly handicapped adolescents
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by
admin
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published
Apr 18, 2012
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last modified
Apr 29, 2019 11:53 AM
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filed under:
archived article,
Others' research,
Effects of RPG,
therapeutic rpg,
Discipline: Education / Formal Classroom Setting,
rpg for therapy,
rpg for education,
TODO,
Material to read
Kallam, Michael L. (1984, May). Effects of simulation game play upon oral language development and internalization of locus of control among mildly handicapped adolescents. Oklahoma State University. Significant improvement over control group found. 88 pages.
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