Research Questions

by Hawke Robinson published 2018/09/03 17:21:25 GMT-7, last modified 2019-09-03T13:13:15-07:00
An amalgamation of research questions.
Evaluating Anime RPGs
by Hawke Robinson — last modified Sep 03, 2019 12:58 PM

What Anime focused role-playing games have been, and are currently available in print? Pros and cons for use related to our vision and mission statements, community programs, and research projects.

7 Big Questions
by Hawke Robinson — last modified Mar 16, 2020 01:10 PM

Who are you? What do you want? Why are you here? Where are you going? And other important questions, can be addressed in creative ways through role-playing games, and then lead to personal application of the same...

RPGs Primer & Don't Split the Party
by Hawke Robinson — last modified Sep 03, 2019 12:59 PM

Research on RPGs Primer & Don't Split the Party: In response to someone at the Ph.D. level, who recently released a podcast and shockingly made the completely erroneous claims that there is not _any_ existing legtimate, peer-reviewed, research on tabletop RPG, RPGer traits, any correlative data on RPGers, any publications in respected journals, any studies from psychologists or psychiatrists, or any research on the effects of RPGs, I have whipped up this page in order to help. Working together and sharing will help float all boats. Pulling apart and isolating will continue to founder the ship.

RPGs and how they reinfoce concepts of Theory of Mind, especially for those with DD
by Hawke Robinson — last modified Sep 03, 2019 01:00 PM

Discussion and research links to, concepts of Theory of Mind, and how role-playing games can help people enhance their development related to ToD, and how those with developmental delays can benefit form using RPG to help improve the learning process of repetition necessary for some disiabilities to help them advance in their development...

Alienation and Role-playing games
by Hawke Robinson — last modified Sep 03, 2019 01:04 PM

Examine differences in feelings of alienation between active players and nonplayers. Gamers diverge from peer-culture in mass media awareness, but not in more significant aspects.

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