The second event took place on 27th Oct 9am to 11:30am . The agenda is below.
Dr Susie Emery and Dr Michele Jarldorn UniSA Creative present their recent publication
This report was commissioned by Minds at Play and developed by the University of South Australia with the support of Minds at Play.
This report explores some of the research surrounding the use of Tabletop Role Playing Games (TTRPGs) to promote social growth in their players. It examines the possibility of using TTRPGs to promote stronger relationships between neurodivergent and neurotypical individuals through promoting a deeper understanding of alternative ways of seeing the world.
We explore this through a discussion of the literature in this area and a process inspired by the scoping review approach to analysing academic literature. We undertook a cooperative approach with a diverse research team modelled from the idea of TTRPG playing. This process found a lot of positive research exploring the use of TTRPGs (particularly Dungeons & Dragons) for therapeutic intervention, however we found there was a lack of research into the area of TTRPGs for social growth, and for cross neurotype relationship development.
The development of a neurodiverse research team inspired by TTRPG parties was an extremely positive aspect to this process, and we recommend that future work in this area should be undertaken by diverse teams.
We found many of the attributes embodied in the design of TTRPGs are elements that work towards promoting positive social growth and suggest further research be undertaken into exploring this area.
Gemma Westwood (@Gemmawestwood) and Melanie Roxby-Mackey (@archaeoborders) both Senior Digital Education Developers for the Higher Educational Futures Institute at the University of Birmingham
Our quest is to create a Tabletop Role-Playing Game (TTRPG) system designed for educational assessment purposes. Our fledgling system is aimed at being user-friendly for academics and students who are experienced or inexperienced role-players. It incorporates character bases to evaluate students' skills, aligning with the University of Birmingham’s graduate attributes. We aim to create a bank of common puzzles that can be easily adapted for various academic disciplines and to assess varying skills. As well as a comprehensive collection of TTRPG support tools for educators, including digital and analog resources. Currently, it includes a basic system with a two-session sample adventure and a digital self-directed escape room, with plans to involve HEFi (higher educational futures institute) scholars from across university testing and potential expansion into a research project. The aim of this session is to share our idea thus far and to gain feedback on the possibilities of such a project.
Rebecca Ferriday (Blue Sky: @mavendorf.bsky.social / Twitter/X: @BexFerriday)
There is little research around accidental by-products, unintended consequences or ‘happy accidents’ in gamification and education, and what does exist is wholly negative in its findings. My research seeks to address this imbalance and fill this gap in research by looking for enhancements to the student experience brought about as by-products of playing digital, OpenWorld Role Playing Games. I propose to conduct a range of experiments that examine any improvements in player wellbeing, problem solving skills, and educational attainment.
The purpose of this research will be to provide guidance, recommendations, and case studies for Higher Education lecturers and students with an interest in using video gaming to improve mental health, employability skills, and academic achievement.
Pierrick Simon (Blue Sky: @pierricksimon.bsky.social / Twitter/X: @PhiloTranquille)
In game studies and in popular discussions, there is a debate about the nature of games that pits two visions of autonomy against one another: rules-free autonomy vs. rules-enabled autonomy. Rules-free autonomy holds that true play happens when we transcend the need for rules and thus express our own creativity. Otherwise rules are rigid, boring, authoritarian. Rules-enabled autonomy presents rules as the structure that enables the agency of the player. I argue that the former, the Rules-free autonomy view, maintains D&D bias in the TTRPG space by presenting it as an aesthetically neutral-enough game system that can be easily homebrewed for all purposes