The influence of role-playing games on perceived social competence:

dc.contributor.authorOrr, Matthew
dc.date.accessioned2017-05-03T19:41:46Z
dc.date.available2017-05-03T19:41:46Z
dc.date.issued2017-04
dc.description.abstractThis 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.availabilityFull-texten_US
dc.identifier.urihttps://hdl.handle.net/10587/1810
dc.language.isoenen_US
dc.publisherMount Saint Vincent Universityen_US
dc.subjectRole-playing games, social competence,en_US
dc.titleThe influence of role-playing games on perceived social competence:en_US
dc.typeThesisen_US
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