How can digital role-playing games teach players to try to achieve better in everyday life?

Tallon, Mark (2016) How can digital role-playing games teach players to try to achieve better in everyday life? BSc dissertation, University of Portsmouth.

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    Abstract

    There exists a lot of coverage in both mainstream media and academia of the negative effects of gaming, but far less coverage of the possible positive effects (Granic, Lobel, & Engels, 2014). This study explores the ways in which digital RPGs can teach and encourage positive behaviour in players and accommodate the transfer of that behaviour from the virtual world, to the real world, in order to benefit the players in their everyday life. The study examines four popular, contemporary RPGs to explore their effects in this regard, to discover how game designers could design RPGs in the future with the intention of teaching players to try to achieve better in the real world. The results lead this study to suggest areas for future research with regards to achieving this goal.

    Item Type: Dissertation
    Departments/Research Groups: Faculty of Creative and Cultural Industries > School of Creative Technologies
    Depositing User: Beth Atkins
    Date Deposited: 10 Aug 2016 13:27
    Last Modified: 10 Aug 2016 13:27
    URI: http://eprints.port.ac.uk/id/eprint/21469

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