Critical Fail: Addressing problematic designs in table-top role-playing games for narrative therapy and community wellbeing

digital games research association conference(2021)

引用 0|浏览0
暂无评分
摘要
Table-Top Role-Playing Games (TTRPG) such as Dungeons and Dragons (DD Kato, 2019; Kwan, 2017; Zayas \u0026 Lewis, 1986), because of the way that their core mechanics encourage cooperative storytelling (Bowman \u0026 Lieberoth, 2018) and provide opportunities for meaning-making in a safe fictional world. Research on the effectiveness of TTRPG’s in the context of narrative therapy evidences great potential for building resilience and improving the wellbeing of participants (Enfield, 2007; Zayas \u0026 Lewis, 1986; Kato \u0026 Fujino, 2015). However, throughout the existing literature of games as therapy, less consideration has been spent on the design of the games themselves, primarily using out of the box games such as Dungeons and Dragons (DD Blackmon, 1994; Kato et al, 2012; Rosselet \u0026 Stauffer, 2013). Due to the popularity and commercial availability of D\u0026D, it is no surprise that this is the game of choice for therapists. The potential of a TTRPG is the opportunity of collaborative, agentic storytelling apparently unconstrained by technology and scaffolded by an analogue system of dice and character sheets, but what the game system itself is contributing to the therapeutic experience is not typically examined. This lack of exploration of its specific contributions coupled with the fact that the game itself has been criticized for its overt cultural biases (Garcia, 2017) provides an opportunity for design lead research to ask what more can be done?
更多
查看译文
AI 理解论文
溯源树
样例
生成溯源树,研究论文发展脉络
Chat Paper
正在生成论文摘要