Link to the issues (6: Role-Playing and Simulation in Education; 7: Living Games 2016).
Atwater, B. (2016). We Need to Talk: A Literature Review of Debrief. International Journal of Role-Playing, (6), 7‑11.
Atwater, B. (2016). We Need to Talk: A Literature Review of Debrief. International Journal of Role-Playing, (6), 7‑11.
This literature review consults the
diverse academic definitions of debriefing to give context to larp
debriefs. Simulation learning and psychological debriefing are explored
to show lessons and precedents.
Blackstock, R. (2016). Origin Stories: The Phenomenological Relationship Between Players and their Characters. International Journal of Role-Playing, (7), 5‑9.
Using a phenomenological research model,
this study explored the question « How is consciously embodied persona
experienced through live action role-play? »
Bowman, S. L., & Standiford, A. (2016). Enhancing Healthcare Simulations and Beyond: Immersion Theory and Practice. International Journal of Role-Playing, (6), 12‑19.
This paper applies six major categories of
immersion theory to health care simulation: immersion into activity,
game, environment, narrative, character, and community.
Cox, J. (2016). Arts-Based Inquiry with Art Educators through American Freeform. International Journal of Role-Playing, (6), 27‑31.
Summarizing dissertation research, this
article focuses on the creation of a community of play formed with
professional and pre-service art educators by using a series of American
freeform games.
de los Angeles, G. (2016). Scaffolding Role-Playing: An Analysis of Interactions with Non Role-players of All Ages. International Journal of Role-Playing, (6), 20‑26.
This article explores the relationship
between nature and culture during a series of scaffolded larp activities
designed as part of a STEAM summer program for indigenous youth.
Harviainen, J. T. (2016). Physical Presence in Simulation: A Scratch at the Surface of Complexity. International Journal of Role-Playing, (6), 32‑38.
This article examines the impact of
physical presence on simulation and educational gaming. This meta-review
of existing research reveals central issues involved in deploying
physical simulations.
Hellstrom, M. (2016). Playing Political Science: Leveraging Game Design in the Post-Secondary Classroom. International Journal of Role-Playing, (6), 39‑45.
This paper describes the first
implementation of gamification and game-based learning in a Political
Science classroom at the post-secondary level based upon Sheldon and
Bartle.
Hutchings, T., & Giardino, J. (2016). Foucault’s Heterotopias as Play Spaces. International Journal of Role-Playing, (7), 10‑14.
This article summarizes Foucault’s six
principles of heterotopias, explores what might make a play space a
heterotopia, and reflects on the dangerous waters about heterotopias
that require sensitivity and respect from game designers and players.
Jordan, J. T. (2016). Simulation and Character Ownership in Secondary Dramatic Literature Education. International Journal of Role-Playing, 46‑50(6), 46‑50.
This case study examines the effectiveness
of incorporating role-playing techniques into a high school classroom
in order to improve student’s mastery of the themes and structure of an
American play.
Leonard, D. J. (2016). Conflict and Change: Testing a Life-Cycle Derived Model of Larp Group Dynamics. International Journal of Role-Playing, (7), 15‑22.
Analyzing data from the Larp Census 2014,
this article examines three challenges larps face that are anticipated
by our unique integration of role-play studies with small groups
research.
Long, T. (2016). Character Creation Diversity in Gaming Art. International Journal of Role-Playing, (7), 23‑29.
This project examines the artwork in
Dungeons & Dragons Players Handbooks for each edition of the game
using content analysis. The author explores whether or not racial
minorities are adequately represented in these books.
MacLean, G. (2016). One Way to Create Educational Games. International Journal of Role-Playing, (6), 51‑54.
Improv games, which are used to train
actors in how to do improvisational theatre, may be used to train other
professions as well. The games assist in the development of simple
skills and also give context for the skills’ use.
Steele, S. H. (2016). The Reality Code: Interpreting Aggregate Larp Rules as Code that Runs on Humans. International Journal of Role-Playing, (7), 30‑35.
Aggregate larp rules are a type of code
that runs on humans. The study of larp code provides a framework to
approach « real world » reified power structures such as « gender, »
« race, » and « capital. »
Torner, E. (2016). Teaching German Literature Through Larp: A Proposition. International Journal of Role-Playing, (6), 55‑59.
Games can be used to interpret literature
in comparable ways to an analytic essay. This article discusses two
nano-games based on German literature developed by University of
Cincinnati students.
White, W. J. (2016). Actual Play at the Forge: A Rhetorical Approach. International Journal of Role-Playing, (7), 36‑39.
This paper takes a rhetorical perspective
to examine an « actual play » (AP) discussion thread from
indie-rpgs.com, or « the Forge, » an influential and controversial
online forum for tabletop role-playing game (TRPG) design.
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