The influence of role-playing games on perceived social competence:
dc.contributor.author | Orr, Matthew | |
dc.date.accessioned | 2017-05-03T19:41:46Z | |
dc.date.available | 2017-05-03T19:41:46Z | |
dc.date.issued | 2017-04 | |
dc.description.abstract | This study examined the relation between tabletop role-playing games and social competence in young adults. A mixed methods approach was used to extend previous research in this area. The Strengths and Difficulties Questionnaire was used to assess perceived social competence from participants and semi-structured interviews were conducted to collect detailed qualitative data about experiences with role-playing games. Six young adults (3 men, 3 women) between the ages of 19 and 24 (M = 21.2, SD = 2.6) participated. Responses on the SDQ indicated that people who play role-playing games have typical strengths and difficulties with respect to social competence. The qualitative description indicated the emergence of four themes: Content Focus, Social Focus, Creativity Focus, and Identity Focus. These themes are consistent with findings from previous case study research, in that role-playing games may have the potential to improve social competence. | en_US |
dc.format.availability | Full-text | en_US |
dc.identifier.uri | https://hdl.handle.net/10587/1810 | |
dc.language.iso | en | en_US |
dc.publisher | Mount Saint Vincent University | en_US |
dc.subject | Role-playing games, social competence, | en_US |
dc.title | The influence of role-playing games on perceived social competence: | en_US |
dc.type | Thesis | en_US |