It appears you don't have support to open PDFs in this web browser. To view this file, Open with your PDF reader
Abstract
The purpose of this qualitative exploratory single-case study was to explore the perceptions and social interactions of participants in an online role-playing game campaign. Six participants were recruited from social media groups. All participants were over age 18years and had 3 or fewer years of experience playing the traditional role-playing game Dungeons & Dragons. Game play was conducted, managed, and observed through a virtual tabletop simulator during the 2020–2021 COVID-19 pandemic. Methods triangulation including semistructured interviews, journal prompts and entries, and observations were used to gather data from the study participants and game manager. Narrative data were coded and analyzed weekly to monitor for saturation and other quality controls. The data provided information from the perspectives of the game players leading and cooperating as a team. Data analysis resulted in three main themes (skill identification, social interactions, and leadership skills) and nine subthemes (weakness identification, problem identification, problem resolution, teamwork, delegation, conflict resolution, decision-making, emotional response, and empathy) demonstrating new learning capacities that were transferred socially to various life interactions. Results indicated that the participants gained the ability to recognize learned skills and how to transfer the new knowledge and skills from the campaign to their personal, social, and work lives. Study results increased the body of contextual knowledge on how professionals may view learning from gamification and role play opportunities and their recognition and perception of how to obtain new and transferable skills.
You have requested "on-the-fly" machine translation of selected content from our databases. This functionality is provided solely for your convenience and is in no way intended to replace human translation. Show full disclaimer
Neither ProQuest nor its licensors make any representations or warranties with respect to the translations. The translations are automatically generated "AS IS" and "AS AVAILABLE" and are not retained in our systems. PROQUEST AND ITS LICENSORS SPECIFICALLY DISCLAIM ANY AND ALL EXPRESS OR IMPLIED WARRANTIES, INCLUDING WITHOUT LIMITATION, ANY WARRANTIES FOR AVAILABILITY, ACCURACY, TIMELINESS, COMPLETENESS, NON-INFRINGMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. Your use of the translations is subject to all use restrictions contained in your Electronic Products License Agreement and by using the translation functionality you agree to forgo any and all claims against ProQuest or its licensors for your use of the translation functionality and any output derived there from. Hide full disclaimer





