Imaginative Role-Playing as a Medium for Moral Development: Dungeons & Dragons Provides Moral Training

被引:19
作者
Wright, Jennifer Cole [1 ]
Weissglass, Daniel E. [2 ]
Casey, Vanessa [2 ]
机构
[1] Coll Charleston, Psychol, Charleston, SC 29401 USA
[2] Coll Charleston, Charleston, SC 29401 USA
关键词
imaginative role-playing games; moral reasoning; moral development; VIOLENT VIDEO GAMES; PRETEND PLAY; JUDGMENT; SELF; COMPREHENSION; ADOLESCENTS; AGGRESSION; BEHAVIOR; FANTASY; SKILLS;
D O I
10.1177/0022167816686263
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
This study investigates the use of imaginative role-play games to sponsor positive development in young adult moral reasoning. Twelve college students participated in six approximately 4-hour gaming sessions using a customized game system based on Dungeons & Dragons (TM) (D&D, 1974, 4th ed.). The games contained embedded social/moral dilemmas (e.g., whether to torture a prisoner for information) that participants encountered and had to work through as a group. Significant growth in moral development, as measured with the Defining Issues Test and the Self-Understanding Interview was demonstrated in the gaming groups, but was not replicated in two control groups, who did not participate in the gaming sessions. This suggests that imaginative role-play gaming structures can function as an engaging, interactive "moral training ground," a medium that promotes moral development, and highlights the difference between antisocial and prosocial violence.
引用
收藏
页码:99 / 129
页数:31
相关论文
共 77 条
[61]   UNIVERSALS IN THE CONTENT AND STRUCTURE OF VALUES - THEORETICAL ADVANCES AND EMPIRICAL TESTS IN 20 COUNTRIES [J].
SCHWARTZ, SH .
ADVANCES IN EXPERIMENTAL SOCIAL PSYCHOLOGY, 1992, 25 :1-65
[62]   The amount of small-group case-study discussion needed to improve moral reasoning skills of medical students [J].
Self, DJ ;
Olivarez, M ;
Baldwin, DC .
ACADEMIC MEDICINE, 1998, 73 (05) :521-523
[63]  
Sherer M., 1994, Computers in Human Services, V11, P81
[64]   The effect of computerized simulation games on the moral development of junior and senior high-school students [J].
Sherer, M .
COMPUTERS IN HUMAN BEHAVIOR, 1998, 14 (02) :375-386
[65]  
SIMON A, 1987, PSYCHOL SCHOOLS, V24, P329, DOI 10.1002/1520-6807(198710)24:4<329::AID-PITS2310240406>3.0.CO
[66]  
2-9
[67]   Emotional stability pertaining to the game Vampire: The masquerade [J].
Simon, A .
PSYCHOLOGICAL REPORTS, 1998, 83 (02) :732-734
[68]   Violent media content and aggressiveness in adolescents - A downward spiral model [J].
Slater, MD ;
Henry, KL ;
Swaim, RC ;
Anderson, LL .
COMMUNICATION RESEARCH, 2003, 30 (06) :713-736
[69]  
Sutherland M. B., 1985, SCOTTISH ED REV, V17, P33
[70]   Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior [J].
Tear, Morgan J. ;
Nielsen, Mark .
PLOS ONE, 2013, 8 (07)