Throwing out a salad of ideas, attempting to bring some order eventually...
Up to Research Proposals & Planning Discussions
Throwing out a salad of ideas, attempting to bring some order eventually...
I have had many verbal discussions with representatives at universities, various psychologists, and other related therapists and professionals, but I have not really written down much of the ideas for the next stages of the research project. I believe it is finally time to begin the process. I will start here, with just brainstorming type information, not in any particular organization, and add to it over time. Later I will begin to organize it more the wiki or other format. Finally I will begin to assemble it into formal proposal plans in preparation to gather the resources needed for implementation.
Timeline 10-20 years longitudinal multi-phase study.
For the larger study, will have roughly the following timeline proposal.
Participants will engage in RPGing activity once per week for 4 hours per session (some experimentation prior to the larger project should be done to determine different effects from different amounts of time dedication, for example, once per week for 2,3, 6,8, 12, or even 16 hours, only once per month, or more frequently (daily?), and see if there are any indications or contra-indications.
Prior to the first RPG session, all participants will take various tests (see listing later).
Then they will take some shorter (satisfaction related?) tests immediately after an RPG session.
Then they will take various tests each week before and after each session, weekly for one month.
Then it will be only monthly (still weekly sessions, but only tested monthly).
Then only tested every 6 months for the following 2 years.
Then only tested once per year for 10-20 years (only 10 years for the older populations groups? and 20 years for the younger groups?).
Since this is an attempt to determing CAUSAL implications of role playing gaming, this longer approach is necessary for more meaningful data.
This will have many phases and portions to it. Beginning with small, short studies of small groups, gradually expanding as information gathered accumulates, my training increases, funding is committed, and staff hired.
Many different populations.
Some early studies, attempt to find the earliest age able to use RPGing. This is somewhat variable based on each child's abilities in math and reading comprehension among other skills needed.
Also an attempt should be made to determine the maximum "age" of interest (if there is any).
Some other populations suggested by psychology/therapy professionals:
* Iraq or other war PTSD victims, see if RPGing can be implemented in any way to help diminish symptoms.
*
*
Various groups:
- Control group - just takes tests, but does not participate in any other way.
Tests:
- activity satisfaction
- burns? depression
- MMPI? personality test
Re: Throwing out a salad of ideas, attempting to bring some order eventually...
Posted in EWU forum, snipped out some unrelevant portions...
Until now, most of the 80 or so research projects on the RPG related topic have been correlational, and do not answer CAUSAL questions. Are RPGers better at reading comprehension and basic mathc skills BECAUSE of participating in RPGs? Or were they of a type of mindset that they are more likely to be interested in activities that demand better math and reading comprehension skills? Do they have an astronomically lower suicide rate compared to the national (US) population because RPGing is cathardic and helpful in some way for release? Is it lower because RPGIng teaches them problem-solving skills or coping mechanisms? Is it lower because RPGing is a social gathering? Or are those who are drawn into participating in RPGs inherently less likely to commit suicide because they are already problem solvers, or more socially interactive, or already tend to have more coping skills?
The hope with the RPG Research Project is to develop a body of data that can help make such determinations. Many of the topics discussed in this first module certainly can apply. It will be necessary to use more systematic observation for some portions of the study, to see how participants interact under different conditions, and with different populations. However, for the longitudinal larger scale portion, it may be plausible to have a more naturalistic setting over time, though concerns over attrition are the greatest obstacle, which necessitates a large number of participants to compensate (in addition to resources possibly, though there could be creative solutions to manage the costs).
Since the goals of the project are more long term caussal focused, it seems that eventually the naturalistic approach would be the most feasible and cost effective. Letting the participants gather once per week at a typical rpging public facility or home, rather than only in laboratory controlled facility. But there would need to be some controls in force, or at least monitors from time to time, to keep tabs on the groups somehow. Someone in each group would need to be assigned the "tester" to handout, and gather testing results. This of course has many possible risks, compared to a more controlled laboratory environment, though possibly sealed envelopes and other approaches might be possible to mitigate the risks.
I am not sure how anything but a longitudinal-experimental study will be able to get the causal results desired, despite the pitfalls and expenses. I would certainly like to know if there is a more effective, and less expensive approach that would get the same complex CAUSAL data. Hopefully over time, some of the topics discusses may present alternatives.
This of course ties into the mentioned Self Reports. In some cases this would directly tie in, using the MMPI (?), Burns, and other self assessment reports would have the chapter's mentioned risks of distortation, but over time this could still etablish some trending-related information, even if it isn't 100% accurate on a case by case basis.
One idea I hadn't thought of, though I've been exposed to it through other channels, was the mention of saliva testing for cortisol levels to monitor stress indications. This might actually be an excellent variable to include to see if the recreational activity is increasing or decreasing stress levels short term and longer term. This would NOT require a lengthy longitudinal study to determine, and is a great candidate for some short quick tests to help "get my feet wet" in preparation for the more complex and larger studies.
Though I had thought it already planned for, as far as trying to make samplings roughly fit the national average for various populations, it occured to me, to add another variant to have specific populations (specifically ethnic groups) tested together, compared to others mixed with other populations. For example, I already had planned different age and ability (Deaf, Hard of Hearing, etc.) populations for testing, and to have an approximate mix of ethnicity within those groups. But possibly testing with an entire ethnic group together to see if differentiations occur would be an interesting variant to look into as well.
The correlational section had me repeatedly saying to myself (and even out loud
), EXACTLY, that is EXACTLY what I've been talking about from the other 70 or so purely correlational research projects on RPG related topics. Very few were performed in a way that could ever determine causality.
Re: Throwing out a salad of ideas, attempting to bring some order eventually...
These are some links to put into the Links section of the website at some point, many are old ones, but still good resources:
http://www.rpg.net/realm/critique/gama.html
http://www.darkshire.net/jhkim/rpg/theory/
http://www.theescapist.com/rpgpaper.htm
http://www.hoboes.com/RPG/Sites/Defense/
This is the link to the CWU rpg research group, they are focused on MMORPG and computer-based RPG games. I have had some limited dialogue with them in their chatroom:
http://cwurpgresearch.collegesforums.com/index.htm?sid=7d0fdb8bbaac415705caf5634476d89f
Some other links to check out later (no time right now):
http://www.usask.ca/relst/jrpc/art9-roleplaying-print.html
http://www.cs.ualberta.ca/~games/
http://www.allacademic.com/meta/p_mla_apa_research_citation/0/9/0/6/4/p90645_index.html
http://grants.nih.gov/grants/peer/critiques/rpg.htm
http://www2.computer.org/portal/web/csdl/doi/10.1109/MIS.2006.92
http://www.digra.org/news/archive/2009/01/27/new-issue
http://en.wikiversity.org/wiki/Massive_Multiplayer_Online_Role_Playing_Game_Research_Project
http://game-research.com/index.php/dictionary/
http://www.questia.com/PM.qst;jsessionid=KhpS0TJqbx7dqvKvFLnMqYJqLr6BLhZXVYX3HvvpPQJGQ16s1zQK!-229138872!-1934322800?a=o&d=5023796885
http://www.allacademic.com/meta/p_mla_apa_research_citation/0/4/0/2/5/p40256_index.html
http://portal.acm.org/citation.cfm?id=985781&dl=GUIDE&coll=GUIDE&CFID=56499932&CFTOKEN=64527869
http://www.errantdreams.com/static/field
http://jasss.soc.surrey.ac.uk/6/3/6.html
http://74.125.155.132/search?q=cache:RUBM8yM36wUJ:www.ceepa.co.za/docs/paper_two.pdf+role+playing+game+research&cd=29&hl=en&ct=clnk&gl=us&client=firefox-a
http://www.tc.columbia.edu/centers/gamesresearchlab/
http://74.125.155.132/search?q=cache:zPOVWYT2kQEJ:gamecareerguide.com/thesis/090312_thesis_Tyrer.pdf+role+playing+game+research&cd=41&hl=en&ct=clnk&gl=us&client=firefox-a
http://www.liebertonline.com/doi/abs/10.1089/cpb.2006.9955
http://www.jvrb.org/5.2008/index_html?set_language=en&cl=en
http://www.robmacdougall.org/index.php/2007/05/dungeon-master-zero/
http://www.seankreynolds.com/rpgfiles/gaming/BreakdownOfRPGPlayers.html
http://blog.ihobo.com/2009/02/top-ten-roleplaying-game-franchises.html
http://www.qualitative-research.net/index.php/fqs/article/view/280
http://www.richardbanks.com/trends/?p=9176
http://www.foxnews.com/story/0,2933,299021,00.html
http://www.blueriver.net/~wyrm/rpg.html
http://www.academon.com/Essay-Massive-Multi-Player-Online-Role-Playing-Games/90163
http://wapedia.mobi/en/Role-playing_game_theory
Re: Throwing out a salad of ideas, attempting to bring some order eventually...
What RPG to use? This may or may not be a bid deal. Maybe an additional step in the lead up to the large project, I should research any differences in outcome for smaller groups between RPGs.
For the smaller tests, probably use age groups between 12 to 20?
This would include systems, settings, and type (heroic, vs. evil).
Some possibilities to consider:
Unmodified Dungeons & Dragons (but which version, maybe research all versions to see if any discernible results differences?).
"Heroic" / "Good" campaign vs. neutral or evil. See if has any discernible differences in test results over a few months testing.
Campaign settings, either made up campaign (players have no prior background, experience or exposure to, or pre-existing campaign? If pre-existing I am most inclined to go with a Tolkien-based RPG (maybe my own, the one currently developing as Ea RPGS? or the Ea d20 already in place?). Tolkien-based would have the broadest likelihood of players having some prioir understanding/exposure to the settings (movies, books, etc.).
It would be interesting to compare "fun factor" between "made-up" campaign play, and pre-existing.
Concerns over controlled variables. There are a lot of variables in the enjoyment level of gamers. This ranges from interaction between players (some will "click" others will be neutral some just won't be able to stand each other), and the GM can make all the difference between an enjoyable experience, drudgery, or efven misery. A strict review process will need to be implemented on the quality, experience, and abilities of the game masters. Maybe tap a resource of "professional" GM's from WotC and/or other companies and resources to find GM's to "hire". They will first have to go through a review process, and scoring system through observation over a 1-2 hour trial game session, with reviewing both by the players, and "observers behind the mirror".
Maybe some testing between convention-style gaming (rigid and fast paced) vs. non-convention-rules gaming (more laid back, flexible and ebb and flow timing).
How do I even begin with just a process such as this?
I need to find a facility with a one-way mirror (for observation), that I can use initially for free. It will be years before I can likely get the funding necessary. I do NOT want the funding for the major proejcts to be from any gaming companies, I want to avoid any possible devaluation of the research because of concerns over conflict of interest. However, for these precursor research steps, finding the right GM's, comparing gaming styles (convention vs. non-convention), settings (created vs. established), "alignment" (good/heroic vs. neutral, vs evil campaigns), could possibly be funded by WoTC or other game companies, without hurting the greater research when the time comes?
I should contact several companies, WotC, SJ, ICE, and others, to see if they would be interested in providing GM's, suggestions, any existing research they have done on their own, and maybe facilities. I should also check with EWU to see if they have any observation rooms I would be allowed to use on a weekly basis for a few weeks. Minimum one room per week (this would make the research take a LOT longer), preferably 4-6 rooms once per week, for 2-4 hours at a time. Would I need to do all the initial observation myself? Or could I get others to help? This would probably lead to inconsistent results for these initial stages. Of course, the player's reviews, using the Therapeutic Recreation techniques already established for questionaires will be most helpful too.
Where do I draft players from? I guess for initial testing, just EWU students would be fine, over time I would want to get a more diverse group, and more geographically distributed, but I have to work with the resources I currently have, over time, at least when I have my masters (and preferably my Ph.D.), I can get funding sufficient for a much broader sampling.
So, what steps?
Create proposal paper for WotC, ICE, SJ, and others, explaining about the RPG Research project.
Ask they have any existing research results that might be applicable to the aforementioned testing.
Ask if they would be willing to help by providing candidate GM's to be interviewed and reviewed, to develop a pool of experienced GM's. Eventually will need a VERY large number of GM's for the main project 5-9 years from now, so ask them to send as many as they can over the coming years, to create a list and rating system.
Create participant questionaire for players.
Create participant questionaire for GM's.
Create observation checklist for observer(s).
Create battery of tests for players (and GM's) first as baseine, then subsequent testing. Right after game (1st session), then at montly intervals. Run the tests for 3 months and evaluate, with possible extensions to 6 months or up to 1 year.
Draw up contract for GM's.
Draw up contract for participants.
Draw up contract for observers.
How can you get all these people to do this if you can't pay them? If not paid will likely be huge attrition. Then again, fi they ARE paid, won't this create significantly different results than those who participate freely? Maybe do some testing on that?
At the very least build up a list of GM's, the participant psychological data might not be as valid as will be in the later project, but there is always a chance some data might stick out of interest, and for further study. Need to start somewhere.
Ok. start out with just trying to get resources.
Need:
1. A Facility.
2. GM's (test and evaluate GM's with different groups to find "best" most consistent GM's)
3. Participants (for 1-3 months at once per week for 2-4 hours per session)
4. Determine game system
5. Determine campaign setting
6. Determine campaign "alignment"
7. Create participant evaluation forms
8. Create observer evaluation form for GM's ranking
9. Create observer evaluation form for overall game observation
10. Create GM evaluation form (Self evaluation, and of players)
11. Create battery of psychological/mood/etc tests for participants to take prior to play, and after trial is over.
So, need to start with proposals to gaming companies, and request for information and cooperation.
While waiting for that, contact EWU about process to request research facilities and approval for project (submit proposal as per EWU requirements).
Go from there...
Re: Throwing out a salad of ideas, attempting to bring some order eventually...
Additional links for consideration:
http://journalofroleplaying.org/
http://serc.carleton.edu/introgeo/roleplaying/howto.html (how to teach using roleplaying)
Re: Throwing out a salad of ideas, attempting to bring some order eventually...
Create RPG press release listings, pro, con, neutral, snag as many copies as possible.
investigate board game talisman (rpg like?) maybe use as control test?
The settlers of kattan? (sp?) cooperative game.
Re: Throwing out a salad of ideas, attempting to bring some order eventually...
How about a plain old comparative study between different RPG gamer types?
Lets compare IQ, Mood, and Personality test resutls between:
* Paper & Dice only/mostly RPGers
* Online/MMORPG only/mostly RPGers
* Wargamers
* None of the above (control group)
See if any interesting correlations appear based on MMPI, Beck, and IQ tests. Also include some sort of TR-related and/or physical activity tests, and include BMI and height/weight/age information (to compare to NorthWest test).Could do all this through EWU as sample group to start out. This should be pretty simple and straight forward, and get some momentum and connectiong going.
Can we use the MMPI, Beck, and IQ tests if through EWU without cost? Or does this incur fees to use those tests?
Later this test could be performed on a larger scale, but starting it at EWU would be a good start.
Re: Throwing out a salad of ideas, attempting to bring some order eventually...
How about an even simpler study, bias about RPGing, and RPGers.
Simple test.
Have you heard of Role Playing Games?
What kind, Computer, Paper & Dice (D&D), or Live Action, or Other?
Even know the difference?
If you were asked to join an RPG, how would you feel about it? (positive-negative scale)
What do you generally think of RPGers' social skills? (positive-negative scale)
Intellect?
Work success?
Academic abilities?
etc.
This would be much simpler to implement early on.

