Just an update, I will be speaking April 11th, 2015 at the Washington State Therapeutic Recreation Association 16th Annual Conference about using role-playing games for therapeutic and educational interventions from a therapeutic recreation perspective.
Here is more detail:
My Topic: "Therapeutic and educational uses of role-playing games (RPG) as intervention modalities for individuals and groups from the Therapeutic Recreation perspective."
This covers all forms of role-playing games, tabletop, live-action, computer-based, and choose-your-own-adventure.
This is my first TR-related presentation to the TR professionals. My previous presentations have been at gamer-related communities.
Wish me luck!
Lecture, audience discussion participation, followed by Q&A discussion. Initial lecture with PowerPoint presentation and array of example RPG-related materials (dice, miniatures, maps, modules, books, etc.), interactive discussions and examples with audience participants, short interactive quiz (electronic and/or paper and pencil), followed by open audience Q&A.
Upon completion of this session, participant will:
Identify and explain existing research indicating the benefits and risks of diversionary use of RPG in all major formats.
Identify and explain examples of specific areas that non-adapted RPG can directly achieve TR-related client outcomes.
Identify specific populations that can benefit from a TR-based RPG intervention program.
Identify and illustrate examples of specific areas that applying TR methodologies to adapted RPG can achieve specific client outcomes.
Specify areas still needing further research for future use of TR-based RPG.
Total 90 minutes session.
Segment (Minutes) - Description
1. (5) – Introduction.
2. (5) – Brief history of RPG.
3. (5) – Overview and explanation of key components of a role-playing game, and the differences in formats (tabletop, computer-based, LARP).
4. (5) - The myths about RPG.
5. (5) - Dispelling the inculcated myths with science.
6. (5) - Early correlative research regarding role-playing gamers, including published research from other disciplines using role-playing games for educational and therapeutic purposes. Some of the older research indicating strong correlations, but leaves questions of causality. Includes statistically significant aspects of regular role-playing gamers.
7. (5) - Findings of earlier research studies from other disciplines using RPG as intervention modality. Existing correlative and causal research.
8. (5) - Some current non-TR educational programs currently in place using RPG around the world.
9. (5) - Some current non-TR therapeutic programs currently in place using RPG around the world.
10. (10) – While none of the above approaches are currently using TR methodologies, this segment presents reason why TR seems an excellent match for adapted RPG for various interventions. This segment illustrates potential TR approaches to using adaptive RPG for specific clients, both individuals and/or groups.
11. (5) - “Show & Tell” examples of specific RPG-related materials
Dice and other randomizing items
Miniatures and related painting and assembly tools
Battlemats and terrain
Costumes for LARP
Wheelchair adaptations for LARP
Other related examples of RPG-related materials.
12. (10) - Examples of actual and proposed uses of RPG in a variety of TR settings.
Autism spectrum toddlers
Autism spectrum youth and adults
Traumatic Brain Injury - RPG program plan overviews for TBI neuro-plasticity recovery process.
At-risk teens cooperative social skills problem solving development
14. (5) – Interactive quiz (electronic and/or paper & pencil).
15. (15) - Summary and audience question and answer.
NCTRC Job Analysis Areas
Foundational Knowledge (FKW)