Saturday, April 8, 2017

You mean my gaming books aren't just for fun?

Role-playing Games Used as Educational and Therapeutic Tools for Youth and Adults by W.A. Hawkes-Robinson


The premise of the article regards the therapeutic and psychological benefits of Role Playing Games (RPGs.) The author takes some time in describing the nature and methods involved in RPGs as well as a few examples. The overall thesis is that RPGs are a vastly overlooked and highly beneficial therapeutic and educational tool. It is of note that Role Playing exercises are also mentioned and discussed; however, the author wishes to delineate, or at least expand the class of RP exercises to include RPGs.

The data collection was from both anecdotal evidence, the nature of which is likely first, second and third hand accounts, as well as information gathered from psychological journals and experts. One such expert points out the benefits of RP and by extension the additional benefits of RPGs in that it is not just a therapeutic tool, but also has a level of enjoyment. Further, even though there is universal scorn for those that engage in RPGs, it is rightly pointed out the nature of these activities is inherently social. There is a diagram presented by the author that points to RPGs being not only social and recreational, but educational and therapeutic as well.

The methods of analysis is in utilizing the studies and the anecdotal evidence to draw certain conclusions. The author does a good job of bringing in scientific evidence to support the various premises. As with any scientific paper, it is vitally important to follow rigorous methodology and I believe the author has adhered to this modality. Further, as previously stated, the author invokes some more casual references, however I believe they are frequent enough in our common cultural consciousness, that the elements are fair to bring up. It is important to note the comments point out not only the positive elements, previously discussed, but the negative elements, for example obsessive behavior in relation to RPGs.

The data is laid out in logical sequence, from bringing up the well-known common negative understandings of the society to RPGs, to the positive benefits of the activity. The author follows a standard point, counterpoint methodology throughout. Bringing up something negative, then defeating the argument using studies and evidence is used. Another interesting element is the educational element brought forth in the socializing and use of language. The easy summary is that RPGs are grossly underutilized due to the aforementioned negative implications, the negative stigma and any number of other well-known negative connotations bestowed on RPGs and their participants. This is followed up by positive effects and the studies which support these positive effects. In the end the positive is easily portrayed as outweighing the negative stigma.

I found it interesting the author spent as much time on the negative as they did. I understand this is likely a subject that is personal to the author, and I further understand the need to bring up the most commonly accepted social stigmas around RPGs. However, I feel the author dwelt a bit too long on repeatedly pointing these out. That said, with the advent of video game’s popularity and social acceptance, as well as such activities as fantasy football and other sports-related strategy games, RPGs should be able to easily take a similar place of acceptance in our society. Already we are seeing therapies that include VR and other tech-related endeavors which heretofore would have been entirely considered too “techy, nerdy, or geeky.” Add to this the natural tendency toward gamification we have seen over the last ten years and these are all tools which the therapeutic and educational associations should strongly consider employing.

To put a fine point on it, let’s dispel some of the stigma. The author points out sessions of 6-8 hours for RPGs. I would challenge anyone that feels RPGs are not similar to other, more socially-acceptable games, to analyze in an anthropological modality the vast similarities between this activity and say, a double header wherein the participants root for their team, keep track of scores and statistics and interact the entire time. There is a popular meme that states fantasy football is D&D for sports fans. I believe this article helps support that statement. More importantly, the article points to a more recent trend in education, wherein rpgs are being used to enhance curriculum, provide more cooperative and social opportunities for learning, and hit that ever-present but elusive ideas about critical thinking and 21st century skills for students. I know I am always hitting the internet, books, and other devices to research background on a new character. History, science, reading, math, art, even music (yes, some of my characters have set-lists, quit laughing)...they all get plumbed thoroughly to create this new character. 


Scholarly Critique #4
 

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