Role Playing Research Papers - Academia.edu (original) (raw)
Aims: The purpose of this pilot study was to assess the feasibility of a quantitative approach to study occupational therapistclient interactions. Role plays were videotaped in which 10 therapists met three client-actors. A questionnaire... more
Aims: The purpose of this pilot study was to assess the feasibility of a quantitative approach to study occupational therapistclient interactions. Role plays were videotaped in which 10 therapists met three client-actors. A questionnaire assessed the occupational therapists' and the patient-actors' opinion of the role-play experience. A modified version of the Roter Interaction Analysis System (RIAS), OT-RIAS, was used to analyse data. Major findings: Occupational therapists considered the role play experience to be "highly realistic" (mean score 5.4 on a 1-6 Likert scale). The actors' comfort role playing clients was also high (mean = 4.0; range 1-5). Inter-coder reliability for the OT-RIAS was highly significant (r = 0.919; p = 0.000). The modified version of this system fits well in an occupational therapy context. Principal conclusion: The quantitative approach used in this study to explore the therapist-client relationship appears to be effective. The role plays and RIAS may be useful in research exploring correlation between the OT communication style and outcome measures such as client satisfaction or comprehension, or in order to assess and offer feedback in teaching communication skills programmes.
Pairs of young and elderly Ss participated in a short play and were then instructed to talk about factual or affective aspects of the play or to talk about the play without any particular focus suggested. In both the affective and control... more
Pairs of young and elderly Ss participated in a short play and were then instructed to talk about factual or affective aspects of the play or to talk about the play without any particular focus suggested. In both the affective and control condition, older adults' ability to discriminate what they had said from what the other person had said was poorer than that of young adults. In contrast, when induced to focus on the factual content of the events, older Ss' source monitoring improved, and the age difference was reduced. The pattern was similar when Ss' ability to discriminate what they had said from what they had thought was examined. Furthermore, affective focus lowered the overall level of recall for both young and older Ss and led older Ss, in particular, to introduce more elaborations into their recall. The possibility that age difference in remembering content and source are related to type of focus is discussed.
Successful doctor-patient communication relies on appropriate levels of communicative health literacy, the ability to deal with and communicate about health information. This article aims to describe the development of a narrative-and... more
Successful doctor-patient communication relies on appropriate levels of communicative health literacy, the ability to deal with and communicate about health information. This article aims to describe the development of a narrative-and picture-based health literacy intervention intended to support older patients with limited health literacy when communicating during their primary care consultations. We performed a formative evaluation that included a review of the literature and interviews with stakeholders on relevant health literacy issues, qualitative studies with the target group, intervention planning, and a small-scale evaluation. Cocreation with the target group was a major component. Seven photo stories were developed incorporating principles from narrative and social learning theory and covering communication themes and strategies identified during focus group discussions and role-play exercises. The intervention was developed in 3 different formats: 1-page photo stories, narrated video clips using the original photo story pictures, and interactive video clips covering participation and communication during primary care consultations. In our small-scale evaluation, older adults considered the cocreated intervention appealing and comprehensible. The intervention shows promise for improving the health of older adults but needs further evaluation. This study provides a rigorous template for the participatory development of health literacy interventions. Doctor-patient communication is an important part of personalized health care and influences clinical outcomes, adherence, and patient satisfaction (Hall, Roter, & Katz, 1988; Roter, Hall, & Katz, 1988; Stewart, 1995). Its success depends to a large extent on the patient's level of health literacy, in particular communicative health literacy. Communicative health literacy refers to the communicative aspects of health literacy and includes the ability to actively seek and exchange information during interactions with health care professionals (
Pembelajaran bahasa Indonesia di perguruan tinggi perlu dioptimalkan agar kompetensi dapat dicapai secara maksimal. Untuk itu, diperlukan strategi kreatif-inovatif untuk membangun iklim pembelajaran yang menarik dengan tetap berorientasi... more
Pembelajaran bahasa Indonesia di perguruan tinggi perlu dioptimalkan agar kompetensi dapat dicapai secara maksimal. Untuk itu, diperlukan strategi kreatif-inovatif untuk membangun iklim pembelajaran yang menarik dengan tetap berorientasi pada pencapaian kompetensi. Tulisan ini merupakan hasil penelitian yang dilakukan secara deskriptif pada perkuliahan bahasa Indonesia di Universitas Pendidikan Indonesia dan STKIP Siliwangi Bandung. Hasil yang diperoleh adalah muncul dan efektifnya metode presentasi, resitasi melalui menulis status di media sosial, role playing. Selain itu, karena metode-metode yang muncul berbasis kreativitas mahasiswa, hasil yang diperoleh berkenaan pula dengan metode-kreatif apersepsi dan motivasi dalam pembelajaran serta ice breaking.
Changes in self-perceived role identity modulate pain perception
Effective patient-centred communication requires physicians to respond 'in the moment' to comments and questions. It is a valuable skill to be able to react to unexpected patient utterances with empathy and support, and these... more
Effective patient-centred communication requires physicians to respond 'in the moment' to comments and questions. It is a valuable skill to be able to react to unexpected patient utterances with empathy and support, and these surprises may be most common in general practice where patients are encouraged to speak to their doctor about anything. We developed an elective for medical students to learn and practise improvisational skills that would optimise their communications with patients during medical encounters. Nineteen second-year medical students during two consecutive years (n =38) participated in a four-session elective that introduced and allowed them to practise the principles and skills of improvisation, and reflect on the role of those skills in their communication with patients. Specific skills that were practised and emphasised included listening, affirmation, vocal tone modulation, nonverbal communication, agreement, collaboration, acceptance and validation. In ...
This paper reports an evaluation of a group therapy intervention conducted with aphasic people (n = 6). The intervention comprised 10 sessions of approximately 90 min duration and included two participants with stuttering difficulties.... more
This paper reports an evaluation of a group therapy intervention conducted with aphasic people (n = 6). The intervention comprised 10 sessions of approximately 90 min duration and included two participants with stuttering difficulties. The therapy programme consisted of communication activities within the group which encouraged sharing of personal experiences, videotaping of role-play activities for selfand group-evaluation and practice tasks completed ou1.side the group. Measures of functional communicative ability, attitudes to communication and psychological adjustment were obtained before and after the intervention. Findings showed significant improvements in communicative competence and attitudes to communication over the course of the intervention. Before the intervention self-esteem and communicative competence were highly intercorrelated. By the end of the therapy sessions the correlation between self-esteem and communicative competence was significantly smaller and was non-significant. This indicates that communicative function was not related to feelings of self-worth by the end of the intervention. Improvements in attitude to communication, greater attendance and completion of assignments were each predictive of reduced levels of depression. There was also evidence that stronger beliefs about the role of personal effort in improving speech were predictive of improvements in communication attitudes. A measure of satisfaction showed extremely positive evaluation of the intervention by participants. It is concluded that shortterm group therapy can produce improvements in communicative abilities and attitudes, and have psychological benefits for participants. Several suggestions for future research are outlined.
- by Paschal Sheeran and +1
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- Program Evaluation, Brief Psychotherapy, Group Therapy, Aphasia
Gamers play massively multiplayer online role-playing games (MMORPGs) for a variety of reasons. For example, some gamers play primarily as a form of socialization, whereas others play to gain a sense of achievement. Past studies have... more
Gamers play massively multiplayer online role-playing games (MMORPGs) for a variety of reasons. For example, some gamers play primarily as a form of socialization, whereas others play to gain a sense of achievement. Past studies have shown that these motives are associated with individual differences such as gender and number of years spent playing online games. What other individual differences might affect why people play MMORPGs? Personality is known to be associated with in-game behaviors, raising the possibility of link between personality and gaming motives. The present study examines the relationship between gamers' Big Five personality traits and their motivations for playing World of Warcraft. Results reveal several links between a player's personality and gaming motivations. For instance, individuals playing to socialize tend to be high on extraversion, agreeableness, neuroticism, and openness, whereas individuals playing to gain a sense of achievement tend to be high on extraversion and neuroticism, but low on agreeableness and conscientiousness. Findings are discussed with respect to previous research on links between personality and motives in other MMORPGs and in terms of how and why the connections between personality and motives may differ across online and offline contexts.
We describe the development, testing, and formative evaluation of nine role-play scenarios for teaching central topics in the responsible conduct of research to graduate students in science and engineering. In response to formative... more
We describe the development, testing, and formative evaluation of nine role-play scenarios for teaching central topics in the responsible conduct of research to graduate students in science and engineering. In response to formative evaluation surveys, students reported that the role-plays were more engaging and promoted deeper understanding than a lecture or case study covering the same topic. In the future, summative evaluations will test whether students display this deeper understanding and retain the lessons of the role-play experience.
- by C. Gunsalus and +1
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- Engineering, Applied Ethics, Research Design, Graduate Education
A series of four studies was conducted to investigate the influence of role enactment on problemsolving in 6-10 yr old children from a disadvantaged background. It was hypothesized that asking the child to enact someone 'clever' (and in... more
A series of four studies was conducted to investigate the influence of role enactment on problemsolving in 6-10 yr old children from a disadvantaged background. It was hypothesized that asking the child to enact someone 'clever' (and in one instance someone 'not clever'), would modify the child's performance on the Matching Familiar Figures test as against performance under standard administrative conditions. Apart from the 6 yr old sample, the findings supported the experimental hypothesis. In addition, the speech of 7 and 8 yr old impulsive and reflective children, and children previously administered reflectivity training schemes, was analysed in terms of a classiflcation scheme of reflexivity. No differences were found between these groups on the measures of reflexivity used in speech. The implications of these findings and this approach for disadvantaged children are discussed.
Passion represents one of the factors involved in online video gaming. However, it remains unclear how passion affects the way gamers are involved in massively multiplayer online role-playing games (MMORPGs). The objective of the present... more
Passion represents one of the factors involved in online video gaming. However, it remains unclear how passion affects the way gamers are involved in massively multiplayer online role-playing games (MMORPGs). The objective of the present study was to analyze the relationships between passions and motivations for online game playing. A total of 410 MMORPG players completed an online questionnaire including motives for gaming and the Passion Scale. Results indicated that passionate gamers were interested in relating with others through the game and exhibited a high degree of interest in discovery of the game, gaining leadership and prestige but little interest in escape from reality. However, some differences were observed with respect to the role of the two types of passion in the different types of motivation. Specifically, harmonious passion (HP) predicted higher levels of exploration, socialization, and achievement, in that order, while obsessive passion (OP) predicted higher levels of dissociation, achievement, and socialization. The present findings suggest that HP and OP predict different ways of engaging in MMORPGs and confirm that passion is a useful construct to help understand different motivational patterns demonstrated by MMORPG players.
This paper addresses the assessment of and intervention with pediatric patients undergoing limb amputation. A multicomponent treatment package is advocated including the use of play and cognitive-behavioral strategies to enhance coping... more
This paper addresses the assessment of and intervention with pediatric patients undergoing limb amputation. A multicomponent treatment package is advocated including the use of play and cognitive-behavioral strategies to enhance coping and adjustment to the loss of a limb.
This pilot study examined whether refusal assertion as defined by a proven drug prevention program was associated with adolescent perceptions of effectiveness by comparing two sets of coded responses to adolescent videotaped refusal... more
This pilot study examined whether refusal assertion as defined by a proven drug prevention program was associated with adolescent perceptions of effectiveness by comparing two sets of coded responses to adolescent videotaped refusal role-plays (N = 63). The original set of codes was defined by programmatic standards of refusal assertion and the second by a group of high school interns. Consistency with programming criteria was found for interns' ratings of several indicators of verbal and non-verbal assertiveness. However, a strategy previously defined by the program as effective was perceived as ineffective by adolescents while another deemed ineffective and problematic by intervention developers was viewed as effective. Interns endorsed presenting detailed and reasonable arguments as an effective refusal strategy while short, simple statements were deemed ineffective. This study suggests the importance of including adolescent perspectives in the design, delivery, and evaluation of drug prevention strategies.
Clinical simulation has been recognized as a teaching method using learning exercises that closely mimic real-life situations. The development of evidence-based clinical simulation scenarios and guidelines for nurses is an important step... more
Clinical simulation has been recognized as a teaching method using learning exercises that closely mimic real-life situations. The development of evidence-based clinical simulation scenarios and guidelines for nurses is an important step in redesigning nursing education. These scenarios are created for students to learn in a safe environment. Simulated clinical experience requires immersing students in a representative patient-care scenario, a setting that mimics the actual environment with sufficient realism to allow learners to suspend disbelief. The purpose of this article is to discuss the Bay Area Simulation Collaborative's development of guidelines for effective evidence-based scenarios for use in hospitals and nursing schools. Six scholarly articles were reviewed and evaluated to determine whether evidence-based guidelines for scenario development exist and whether consensus in the literature regarding best practice is evident.
Patient triage in Accident and Emergency departments requires emergency nurses to make rapid decisions based on their knowledge and experiences. The development of triage decisionmaking skills can be addressed through the use of... more
Patient triage in Accident and Emergency departments requires emergency nurses to make rapid decisions based on their knowledge and experiences. The development of triage decisionmaking skills can be addressed through the use of simulations, 'thinking aloud' technique, reflection and the decision rules of experienced emergency nurses. Clinical educators and experienced emergency nurse mentors are encouraged to recognize that skill acquisition in triage decision making requires practice before registered nurses can engage fully in the process of triaging patients in the emergency department. It is essential to experience the process of triage decision making in order to develop an understanding of the clinical information attended to, the sequence in which the information is processed and the rules used to combine information leading to a decision on the triage category for each patient. By using triage simulations developed from 'real triage cases' the process of decision making can be experienced by nurses. Further, if these simulations are accompanied by the collection of verbal protocols, nurses have opportunities retrospectively to explore their decision making with reflection. In addition, the presentation and use of decision rules used by experienced triage nurses can enhance the development of skills in novice triage nurses.
Revision F, As presented at National Annual ATRA Conference by RPG Research & RPG Therapeutics. Diagram Summary & Relationship to Role-playing Game Interaction Patterns and RPG Formats according to the Hawkes-Robinson RPG Model at... more
Revision F, As presented at National Annual ATRA Conference by RPG Research & RPG Therapeutics. Diagram Summary & Relationship to Role-playing Game Interaction Patterns and RPG Formats according to the Hawkes-Robinson RPG Model at http://www.rpgtheories.com & http://www.model.com
RPG = Role-playing Game
ERPG = Electronic RPG
CRPG = Computer-based RPG
LRPG = Live-action Role-Playing Game
Larp = Live-action role-play
HRPG = Hybrid RPG
ARPG = Audio RPG
ORPG = Online RPG
MERPG = Multiplayer ERPG
MCRPG = Multiplayer CRPG
MORPG = Multiplayer Online RPG
MMORPG = Massively Multiplayer ORPG
SABM = Solo Adventure Books / Modules
SCRPG = Solo CRPG
TRPG = Tabletop RPG
CCG/TCG = Collectiable/Tradeable Card Game
PvP = Player vs. Player
GvG = Group vs. Group
GvP = Group vs. Player
PBP = Play By Post
This article examines how police vision is trained, tested, and scripted at the site of a local police academy in San Diego, California. I use the term scripting to illustrate how police recruits are directed to see, act, and respond to... more
This article examines how police vision is trained, tested, and scripted at the site of a local police academy in San Diego, California. I use the term scripting to illustrate how police recruits are directed to see, act, and respond to racialized, gendered others in scenario-based simulations during the final week of the police academy. Through participant-observation and methods in performance ethnography, I argue that turning to police training as an object of analysis offers ethnographic insights into the performance of tacit, ordinary methods of police violence. As a feminist intervention into the “scripting” of police vision, I describe my attempts to read against the grain of these scenario scripts by volunteering as a role-play actor in the police academy, taking on different embodied roles in order to examine how police recruits read the choreography of my racialized body. I suggest an investigation into the performativity of policing can move debates centered on racialized police violence beyond ideological frameworks that rely on the same visualizing technologies and logics of objectivity deployed by the institution of policing.
This paper addresses the lack of solid historical information concerning early computer game sales and preferences. Two consistent data series from the magazines Softalk and Computer Gaming World (CGW) are analyzed to give an overview of... more
This paper addresses the lack of solid historical information concerning early computer game sales and preferences. Two consistent data series from the magazines Softalk and Computer Gaming World (CGW) are analyzed to give an overview of the best selling and best rated games by players for the period of 1980-1984. A “genre palette ” is inferred from the sources, giving a snapshot of how contemporaries framed and interpreted the offer in computer games. A comparison of the series reveals the CGW readership constitutes a distinct “hardcore ” play community amongst general computer game players. It is also observed that genre preferences vary in time: arcade games peak in 1982 and then recede in favor of computer-native genres. A brief comparison with Atari 2600 best sellers reveal the inadequacy of the computer game genre palette to describe home console games. The historical and constructed nature of genres as “horizons of expectations ” is discussed.
As computer and Internet use become a staple of everyday life, the potential for overuse is introduced, which may lead to addiction. Research on Internet addiction has shown that users can become addicted to it. Addiction to the Internet... more
As computer and Internet use become a staple of everyday life, the potential for overuse is introduced, which may lead to addiction. Research on Internet addiction has shown that users can become addicted to it. Addiction to the Internet shares some of the negative aspects of substance addiction and has been shown to lead to consequences such as failing school, family, and relationship problems.
The effectiveness of a social skills training group for adolescents with Asperger syndrome and high-functioning autism (AS/HFA) was evaluated. Parents of six groups of adolescents (n = 46, 61% male, mean age 14.6) completed questionnaires... more
The effectiveness of a social skills training group for adolescents with Asperger syndrome and high-functioning autism (AS/HFA) was evaluated. Parents of six groups of adolescents (n = 46, 61% male, mean age 14.6) completed questionnaires immediately before and after the 12-week group. Parents and adolescents were surveyed regarding their experience with the group. Significant pre-to post-treatment gains were found on measures of both social competence and problem behaviors associated with AS/HFA. Effect sizes ranged from .34 to .72. Adolescents reported more perceived skill improvements than did parents. Parent-reported improvement suggests that social skills learned in group sessions generalize to settings outside the treatment group. Larger, controlled studies of social skills training groups would be valuable.
Learning and teaching have been conceptualized and executed in many styles, such as self-learning, peer learning, and interaction between the learner and mentor. Today, openness to alternative ideas and embracing innovative approaches in... more
Learning and teaching have been conceptualized and executed in many styles, such as self-learning, peer learning, and interaction between the learner and mentor. Today, openness to alternative ideas and embracing innovative approaches in nursing education are encouraged in order to meet students' learning interests and needs, and to address ever-changing healthcare requests. Problem-based learning has been widely adopted in nursing education, with various positive effects on students' learning, such as motivated learning, team work, problem-solving skills and critical thinking. Role-plays have been demonstrated as an effective learning strategy that includes an active and experiential feature that facilitates students' autonomy in their health-related learning. However, there is a lack of discussion of whether and how role-play can be used in problem-based learning (PBL). This paper shows the development of a classroom-based innovation using role-play in the PBL class for higher diploma year-one nurse students (a total of 20 students, five per group). This paper consists of five sections: a) the literature on PBL and nurse education, and role-plays as the innovation; b) the PBL case scenario with the illustration of the two role-play scripts, c) student evaluation on role-play in the PBL class; d) discussions on both achievements and limitations of this innovation, and e) the conclusion. It is hoped that this paper will be an example to other nurse educators who are keen on exploring interactive and student-driven learning and teaching strategies in the PBL class.
Objectives: The authors present a description of a theater workshop (''Metamorphosis Project''), developed at the Bologna Eating Disorders Center. Design: The workshops are aimed at young, hospitalized patients, and are largely based on... more
Objectives: The authors present a description of a theater workshop (''Metamorphosis Project''), developed at the Bologna Eating Disorders Center. Design: The workshops are aimed at young, hospitalized patients, and are largely based on the principles of drama therapy. In this article, this therapeutic modality is introduced by a discussion of the theoretical basis for the use of theater in psychiatry from the points of view of several preeminent psychiatrists, including Freud, Winnicott, Klein, and Moreno. Results: Three (3) clinical reports are presented. The satisfaction rate among the first groups of participants was 93%. Conclusions: It is suggested that theater can be useful in decreasing defense mechanisms, allowing a patientfocused approach, mitigating specific symptoms, and improving the quality of life during the hospital stay.
Background It is claimed that role-playing is a teaching strategy that has several advantages for both the teacher and student. This study aimed to compare two educational methods (oral presentation, a traditional method that is known to... more
Background It is claimed that role-playing is a teaching strategy that has several advantages for both the teacher and student. This study aimed to compare two educational methods (oral presentation, a traditional method that is known to be teacher-centered, versus role-playing which is a student-centered method). Methods This quasi-experimental study was performed between September 2013 and October 2014 in 95 medical students in Mashhad University of Medical Sciences. Role-playing and oral (plus Microsoft PowerPoint) presentation were done by one assistant professor. There were no changes in the educational content nor the classroom. Using random numbers, half of each group received one of the methods as the first class and vice versa. At the end of each session, the standard satisfaction evaluating questionnaire was filled by the students. Results During the one-year duration of this study, 95 students were evaluated, and 46 (60%) of them were female. The mean age was 22.5 ± 1 years, and 28 (87.5%) were single. Role-playing had a mean rank of 54.64, and oral presentation had 21.45 (P < 0.001). This difference was present based on gender as well (P < 0.001). The satisfaction score was significantly higher for role-playing (P < 0.001). Conclusions Role-playing can be much more helpful in education and needs to be incorporated into the lesson plans.
Background: Role-play is widely used as an educational method for learning about communication in medical education. Although educational theory provides a sound rationale for using this form of simulation, there is little published... more
Background: Role-play is widely used as an educational method for learning about communication in medical education. Although educational theory provides a sound rationale for using this form of simulation, there is little published evidence for its effectiveness. Students' prior experiences of role-play may influence the way in which they engage in this method. This paper explores students' experiences with the aim of producing guidelines for maximising the benefits of role-play within this learning context.
This presentation covers the history of the anti-role-playing game movement from its inception in during the "Moral Panic" / "Satanic Panic" of the 1980s, onward through 2014 and continuing negative inculcated myths and cultural attitudes... more
This presentation covers the history of the anti-role-playing game movement from its inception in during the "Moral Panic" / "Satanic Panic" of the 1980s, onward through 2014 and continuing negative inculcated myths and cultural attitudes deeply embedded across generations of cohorts, countries, & cultures, with serious negative consequences to those having to operate outside of the recently growing "geek bubble" aka "gamer bubble". As part of presentation at Psychology of Human Relations at Eastern Washington University, February 12th, 2014.
Covers the most common claims, and lays out the research about those claims.
This study assessed the impact of a course on communication skills for third-year undergraduate dental students at a dental institute in India. A randomized pretest, posttest controlled trial was conducted with all the students from four... more
This study assessed the impact of a course on communication skills for third-year undergraduate dental students at a dental institute in India. A randomized pretest, posttest controlled trial was conducted with all the students from four cohorts of third-year dental undergraduate students, divided into an intervention group (n=30) and a control group (n=30). The course was developed using Kern's six-step approach to curriculum development. Needs assessment was ascertained, and readings, lectures, and role-plays with real and simulated patients were implemented. Encounters of students during two patient interviews (simulated and real) were rated by two raters using a twenty-seven-item dental consultation communication checklist with a rating scale 0 to 3. Students completed a questionnaire regarding their acceptance of the course. A 2×2 (group × time) ANOVA with group as a between-subjects factor (control vs. experimental) and time as a within-subjects factor (pre vs. post) was p...
- by Sunila Sangappa and +1
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- Dentistry, Prosthodontics, Communication, Teaching
with contracting for ground-rules and listing clients' strengths. Each partner then creates and enacts: a scene illustrating that partner's ideal future for the relationship; a related past painful scene (usually from childhood); and a... more
with contracting for ground-rules and listing clients' strengths. Each partner then creates and enacts: a scene illustrating that partner's ideal future for the relationship; a related past painful scene (usually from childhood); and a "reform" of that scene "as it should have occurred." Both partners play multiple roles in all scenes. Last and least, each partner succinctly describes his or her view of the current problem. In the enactments, rapid shifts in time dimension and multiple novel roles played by both partners efficiently promote in the couple the release from constraining beliefs and interactional patterns that is ordinarily sought by purely verbal methods in Milan-derived systemic interviews.
- by Sallyann Roth and +1
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- Psychology, Psychodrama, Social Work, Role Playing
This study demonstrates the effectiveness of the KiVa antibullying program using a large sample of 8,237 youth from Grades 4-6 (10-12 years). Altogether, 78 schools were randomly assigned to intervention (39 schools, 4,207 students) and... more
This study demonstrates the effectiveness of the KiVa antibullying program using a large sample of 8,237 youth from Grades 4-6 (10-12 years). Altogether, 78 schools were randomly assigned to intervention (39 schools, 4,207 students) and control conditions (39 schools, 4,030 students). Multilevel regression analyses revealed that after 9 months of implementation, the intervention had consistent beneficial effects on 7 of the 11 dependent variables, including self-and peer-reported victimization and self-reported bullying. The results indicate that the KiVa program is effective in reducing school bullying and victimization in Grades 4-6. Despite some evidence against school-based interventions, the results suggest that well-conceived schoolbased programs can reduce victimization.
Background. Our novel teaching approach involved having students actively participate in an unsuccessful resuscitation of a high fidelity human patient simulator with a gun shot wound to the chest, followed immediately by breaking bad... more
Background. Our novel teaching approach involved having students actively participate in an unsuccessful resuscitation of a high fidelity human patient simulator with a gun shot wound to the chest, followed immediately by breaking bad news (BBN) to a standardized patient wife (SPW) portrayed by an actress.
To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study explored the social interactions that occur both within and outside of MMORPGs. The sample consisted... more
To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study explored the social interactions that occur both within and outside of MMORPGs. The sample consisted of 912 self-selected MMORPG players from 45 countries. MMORPGs were found to be highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships. The study demonstrated that the social interactions in online gaming form a considerable element in the enjoyment of playing. The study showed MMORPGs can be extremely social games, with high percentages of gamers making life-long friends and partners. It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. MMORPGs also offer a place where teamwork, encouragement, and fun can be experienced. 575
The effectiveness of a social skills training group for adolescents with Asperger syndrome and high-functioning autism (AS/HFA) was evaluated. Parents of six groups of adolescents (n = 46, 61% male, mean age 14.6) completed questionnaires... more
The effectiveness of a social skills training group for adolescents with Asperger syndrome and high-functioning autism (AS/HFA) was evaluated. Parents of six groups of adolescents (n = 46, 61% male, mean age 14.6) completed questionnaires immediately before and after the 12-week group. Parents and adolescents were surveyed regarding their experience with the group. Significant pre- to post-treatment gains were found on measures of both social competence and problem behaviors associated with AS/HFA. Effect sizes ranged from .34 to .72. Adolescents reported more perceived skill improvements than did parents. Parent-reported improvement suggests that social skills learned in group sessions generalize to settings outside the treatment group. Larger, controlled studies of social skills training groups would be valuable.
A brief background summary of research information about the effects of role-playing gaming upon participants, including their use as an intervention modality to achieve therapeutic and educational goals for various populations,... more
A brief background summary of research information about the effects of role-playing gaming upon participants, including their use as an intervention modality to achieve therapeutic and educational goals for various populations, including: Autism spectrum (ASD/PDD), at-risk youth, brain injury (stroke, traumatic brain injury (TBI), etc.), the Deaf community, ADHD, depression, and social phobias.
While the focus is primarily on tabletop & live-action RPGs, all formats of role-playing gaming are discussed, including Choose Your Own Adventure (CYOA) books, offline and online computer-based RPG, live-action role-playing (LARP), and tabletop RPG.
Briefly provide historical information and examples of each game format in a typical recreation setting, then proceeds with the existing research using RPG for various educational and therapeutic interventions from other disciplines (psychiatry, psychology, education, sociology, cognitive, behavioral, etc.), then illustrates how TR methodologies are ideal for optimizing these activities as an intervention modality for many populations in group and individual settings to achieve client therapeutic & educational goals.
This paper focuses on a more hands-on practical application of RPGs for education and therapy, rather than a more abstract theoretical discussion, though these theories are referenced for the reader to read elsewhere in more depth.
As computer and Internet use become a staple of everyday life, the potential for overuse is introduced, which may lead to addiction. Research on Internet addiction has shown that users can become addicted to it. Addiction to the Internet... more
As computer and Internet use become a staple of everyday life, the potential for overuse is introduced, which may lead to addiction. Research on Internet addiction has shown that users can become addicted to it. Addiction to the Internet shares some of the negative aspects of substance addiction and has been shown to lead to consequences such as failing school, family, and relationship problems.
Background: Interactive methods like role play, recorded video scenarios and objective structured clinical exam (OSCE) are being regularly used to teach and assess communication skills of medical students in the western world. In... more
Background: Interactive methods like role play, recorded video scenarios and objective structured clinical exam (OSCE) are being regularly used to teach and assess communication skills of medical students in the western world. In developing countries however, they are still in the preliminary phases of execution in most institutes. Our study was conducted in a naïve under resourced setup to assess the impact of such teaching methodologies on the counseling skills of medical students. Methods: Fifty four 4 th year MBBS students were identified to be evaluated for communication skills by trained facilitators in a pre-intervention OSCE. The same group of students was given a demonstration of ideal skill level by means of videos and role playing sessions in addition to real life interaction with patients during hospital and community rotations. A post-intervention evaluation was carried out six months later through OSCE and direct observation through structured checklist (DOS) in hospital and community settings. The combined and individual performance levels of these students were analyzed. Results: There was a statistically significant difference in the communication skills of students when assessed in the post-intervention OSCE (p = 0.000). Individual post-intervention percentages of study participants displayed improvement as well (n = 45, p = 0.02). No difference was observed between the scores of male and female students when assessed for two specific competencies of antenatal care and breast feeding counseling (p = 0.11). The mean DOS (%) score of 12 randomly selected students was much lower as compared to the post-intervention (%) score but the difference between them was statistically non significant, a result that may have been affected by the small sample size as well as other factors that may come into play in real clinical settings and were not explored in this study (59.41 ± 7.8 against 82.43 ± 22.08, p = 0.88).
Sixty-seven third-year dental students in Dunedin, New Zealand, participated in a communication skills course, using simulated patients, case-based scenarios, videotaped interviews, and class roleplays. The course introduced active... more
Sixty-seven third-year dental students in Dunedin, New Zealand, participated in a communication skills course, using simulated patients, case-based scenarios, videotaped interviews, and class roleplays. The course introduced active listening techniques, taking a medical history, and emotion-handling skills. This course was adapted from an existing course for medical students run by the Department of Psychological Medicine, Dunedin School of Medicine. The results of the student evaluation questionnaire (n = 59) indicated that students rated the course very highly. Retrospective ratings indicated that the students considered communication skills to be significantly more important as a component of their undergraduate training after completion of the course than prior to it. As might be expected, students whose ratings were higher after the course also reported that the course helped them to develop new communication skills and techniques; increased their interest in the subject and their self-confidence; rated the tutor as more effective and the course materials as more helpful; and considered the course to be significantly more stimulating than those students whose ratings of the importance of communication skills remained the same or decreased.
Aims: The purpose of this pilot study was to assess the feasibility of a quantitative approach to study occupational therapistclient interactions. Role plays were videotaped in which 10 therapists met three client-actors. A questionnaire... more
Aims: The purpose of this pilot study was to assess the feasibility of a quantitative approach to study occupational therapistclient interactions. Role plays were videotaped in which 10 therapists met three client-actors. A questionnaire assessed the occupational therapists' and the patient-actors' opinion of the role-play experience. A modified version of the Roter Interaction Analysis System (RIAS), OT-RIAS, was used to analyse data. Major findings: Occupational therapists considered the role play experience to be "highly realistic" (mean score 5.4 on a 1-6 Likert scale). The actors' comfort role playing clients was also high (mean = 4.0; range 1-5). Inter-coder reliability for the OT-RIAS was highly significant (r = 0.919; p = 0.000). The modified version of this system fits well in an occupational therapy context. Principal conclusion: The quantitative approach used in this study to explore the therapist-client relationship appears to be effective. The role plays and RIAS may be useful in research exploring correlation between the OT communication style and outcome measures such as client satisfaction or comprehension, or in order to assess and offer feedback in teaching communication skills programmes.
Research on forecasting is extensive and includes many studies that have tested alternative methods in order to determine which ones are most effective. We review this evidence in order to provide guidelines for forecasting for marketing.... more
Research on forecasting is extensive and includes many studies that have tested alternative methods in order to determine which ones are most effective. We review this evidence in order to provide guidelines for forecasting for marketing. The coverage includes intentions, Delphi, role playing, conjoint analysis, judgmental bootstrapping, analogies, extrapolation, rule-based forecasting, expert systems, and econometric methods. We discuss research about which methods are most appropriate to forecast market size, actions of decision makers, market share, sales, and financial outcomes. In general, there is a need for statistical methods that incorporate the manager's domain knowledge. This includes rule-based forecasting, expert systems, and econometric methods. We describe how to choose a forecasting method and provide guidelines for the effective use of forecasts including such procedures as scenarios.
Parents' childrearing behaviors are guided by schemas of the caregiving role, their functioning in that role, what children need in general, and what their own children are like in particular. Sometimes, however, parenting schemas can be... more
Parents' childrearing behaviors are guided by schemas of the caregiving role, their functioning in that role, what children need in general, and what their own children are like in particular. Sometimes, however, parenting schemas can be maladaptive because they are too rigid or simple, involve inappropriate content, or are dominated by negative affect. In this article, we describe parenting schemas and provide an overview of empirical work documenting the characteristics of maladaptive parenting schemas. We review how intervention practices common to multiple therapeutic approaches (cognitive-behavior therapy, family therapy, parent training, attachmentbased interventions, and psychoanalytic parent-infant psychotherapy) attempt to modify schemas to promote more optimal functioning among parents. We highlight how research in cognitive science may explain, in part, treatment effectiveness.
CONTEXT For more than two decades the Medical School in Maastricht, the Netherlands, has used simulated patients (SPs) to provide students with opportunities to practise their skills in communication and physical examination. In this... more
CONTEXT For more than two decades the Medical School in Maastricht, the Netherlands, has used simulated patients (SPs) to provide students with opportunities to practise their skills in communication and physical examination. In this educational setting a student meets a SP in a videotaped session. Feedback by the SP to the student at the end of the session is considered an important educational feature. We found no instruments to assess individual SP performance during those sessions.
Background: Several studies have linked massively multiplayer online role-playing games (MMORPGs) with possible problematic usage or internet addiction. Aims: The main goal of the present study was to assess links between motivations to... more
Background: Several studies have linked massively multiplayer online role-playing games (MMORPGs) with possible problematic usage or internet addiction. Aims: The main goal of the present study was to assess links between motivations to play in MMORPGs and addictive involvement in such types of games. Methods: A total of 696 gamers responded to an online survey. Results and Conclusion: Five distinct motivations to play were identified in gamers: achievement, socializing, immersion, relaxing and escaping. Multiple regression analysis revealed that addictive MMORPG use patterns are predicted by achievement, escapism and socializing motives. Gender was also a significant predictor of problematic involvement in MMORPGs. Moreover, addictive MMORPG use positively correlated with the weekly time devoted to playing MMORPGs.
- by Daniele Zullino and +2
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- Psychology, Video Games, Adolescent, Role Playing
Metacognitive interpersonal therapy (MIT) for personality disorders is aimed at both improving metacognition-the ability to understand mental states-and modulating problematic interpersonal representations while building new and adaptive... more
Metacognitive interpersonal therapy (MIT) for personality disorders is aimed at both improving metacognition-the ability to understand mental states-and modulating problematic interpersonal representations while building new and adaptive ones. Attention to the therapeutic relationship is basic in MIT. Clinicians recognize any dysfunctional relationships with patients and work to achieve attunement to make the latter aware of their problematic interpersonal patterns. The authors illustrate here the case of a man suffering from obsessive-compulsive and avoidant personality disorders with dependent traits. He underwent combined individual and group therapies to (a) modulate his perfectionism, (b) prevent shifts towards avoiding responsibilities to protect himself from feared negative judgments, and (c) help him acknowledge suppressed desires. We show how treatment focused on the various dysfunctional personality aspects.
Negative childhood family environments have been associated with stress-related physical and psychological health consequences across the lifespan. The present study examined the relation between adverse relationships in the family of... more
Negative childhood family environments have been associated with stress-related physical and psychological health consequences across the lifespan. The present study examined the relation between adverse relationships in the family of origin and physiological stress response, as measured by salivary cortisol, in emerging adulthood. Seventy-six university students (age range = 18-22) selected from intact married families-of-origin characterized by either negative (n = 39) or positive (n = 37) relationship quality engaged in a challenging role play task. Results from multilevel models indicated that those from negative families exhibited significantly lower salivary cortisol across the task than those from positive families. This relation did not change in strength or direction after controlling for experiences with abuse or recent anxiety or depressive symptoms. These findings suggest the significance of early family relationships on the long-term activity of the HPA axis.
- by Melissa Hagan
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- Education, Depression, Stress, Anxiety