{"title":"Feasibility of RPG for Learning about Empathy, Creativity, and Self-efficacy","authors":"Yiyang Shi","doi":"10.54254/2753-7048/42/20240858","DOIUrl":null,"url":null,"abstract":"The field of psychology has a growing interest in role-playing games (RPGs) and is committed to exploring the processes of learning and development involved in RPG gaming. However, there is currently limited research on RPGs in the discipline of psychological science, as RPG was once considered a form of leisure that did not consider the potential learning and development involved. Therefore, the topic of the present review is the relationship between RPG gaming and the development of personal competencies involving empathy, creativity, and self-efficacy. The paper reviews various past related studies, all of which used a self-report format in a laboratory setting to collect data from RPG and non-RPG players on scales related to empathy, creativity, and self-efficacy to measure their levels of these competencies. The results show that RPG players demonstrate higher levels of empathy and creativity than non-RPG players, and that there is no correlation between RPG gaming experience and self-efficacy. Creativity and self-efficacy are positively correlated for both RPG and non-RPG players. Behaviorism, constructivism, and sociocultural learning explain the mechanisms underlying the improved competencies. Future research could establish more accurate procedures for measuring the abilities discussed in this review and test whether current results can be replicated. Also, future research could explore what in-game mechanisms or settings are more conducive to stimulating the acquisition and cultivation of various competencies in RPG players.","PeriodicalId":474531,"journal":{"name":"Lecture Notes in Education Psychology and Public Media","volume":"33 2","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Lecture Notes in Education Psychology and Public Media","FirstCategoryId":"0","ListUrlMain":"https://doi.org/10.54254/2753-7048/42/20240858","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The field of psychology has a growing interest in role-playing games (RPGs) and is committed to exploring the processes of learning and development involved in RPG gaming. However, there is currently limited research on RPGs in the discipline of psychological science, as RPG was once considered a form of leisure that did not consider the potential learning and development involved. Therefore, the topic of the present review is the relationship between RPG gaming and the development of personal competencies involving empathy, creativity, and self-efficacy. The paper reviews various past related studies, all of which used a self-report format in a laboratory setting to collect data from RPG and non-RPG players on scales related to empathy, creativity, and self-efficacy to measure their levels of these competencies. The results show that RPG players demonstrate higher levels of empathy and creativity than non-RPG players, and that there is no correlation between RPG gaming experience and self-efficacy. Creativity and self-efficacy are positively correlated for both RPG and non-RPG players. Behaviorism, constructivism, and sociocultural learning explain the mechanisms underlying the improved competencies. Future research could establish more accurate procedures for measuring the abilities discussed in this review and test whether current results can be replicated. Also, future research could explore what in-game mechanisms or settings are more conducive to stimulating the acquisition and cultivation of various competencies in RPG players.