Drafts by Hawke Robinson
RPG Publishers dba, 2021
OVERVIEW This document attempts to summarize with a brief list the pros and cons of each role-pla... more OVERVIEW This document attempts to summarize with a brief list the pros and cons of each role-playing game (RPG) format. The hope is that this differentiation between formats will improve the quality of future research studies and program planning for those professionals in various disciplines using these recreational activities as intervention modalities. UPDATED OVERVIEW This is still and ongoing work in progress, continuing to be updated as the body of new research and evidence-in-practice data grows. This document has been intermittently updated based on the research and evidence-in-practice available from public and private third-parties, as well as the evolution of the Hawkes-Robinson Role-Playing Game (RPG) Model and the Four Major RPG Formats initially outlined in 1983 and 2004.

Revision: 20171129c The approaches discussed in this document can be applied to all RPG Formats i... more Revision: 20171129c The approaches discussed in this document can be applied to all RPG Formats in various ways, with different strengths and weaknesses presenting in each format: Tabletop, Live-Action (LARP), computer-based (including solo, multiplayer, augmented reality (AR), virtual reality (VR), etc.), or solo adventure books/modules. Ideally a mix of all 4 formats would likely have the most powerful effects. This document focuses primarily on the tabletop format of role-playing games, though not exclusively. A number of well research techniques that can be used to increase the likelihood of participants better encoding information into their memory, include the following considerations: • Avoid divided attention situations, keeping distractions from the topic being studied to a minimum, to reduce the risk of various interference factors. • Deep level processing (172), including using " why questions " to improve elaboration & distinctiveness (173). To further the elaboration, focus on the specific meaning of the concept, and try to relate it to prior knowledge reinforcing the interconnections to concepts that you have already learned (172). • Distributed-practice / differential learning. Spread learning & retrieval/rehearsal trials out over time, rather than " mass learning " aka cramming. Address limitations of the processing of new information from Short Term Memory (STM) into Long Term Memory (LTM) process, considering chunking and other relevant issues, by having the study time broken up into shorter segments, with breaks in between, or topic shifts alternating, for a more distributed learning approach over time, rather than trying to cram (mass learning) in a very short time. • Over-confidence, or inaccurate self-assessment of competency areas. Use techniques and/or technologies that provide more objective feedback on areas you are struggling with, and help direct more time in the areas needing more work, and less time in the areas actually already mastered. • It is also critical to once again emphasize getting enough sleep, as well as sufficient exercise. All of the above is significantly inhibited by lack of sufficient sleep and exercise strongly promotes cognitive processes.
Teaching Documents by Hawke Robinson
Conference Presentations by Hawke Robinson
Papers by Hawke Robinson
Overview List of the Pros and Cons of Each Role-Playing Game Format
OVERVIEW This document attempts to summarize with a brief list the pros and cons of each role-pla... more OVERVIEW This document attempts to summarize with a brief list the pros and cons of each role-playing game (RPG) format. The hope is that this differentiation between formats will improve the quality of future research studies and program planning for those professionals in various disciplines using these recreational activities as intervention modalities. UPDATED OVERVIEW This is still and ongoing work in progress, continuing to be updated as the body of new research and evidence-in-practice data grows. This document has been intermittently updated based on the research and evidence-in-practice available from public and private third-parties, as well as the evolution of the Hawkes-Robinson Role-Playing Game (RPG) Model and the Four Major RPG Formats initially outlined in 1983 and 2004.
Pacific Northwest American Therapeutic Recreation Association Using Therapeutic Recreation and Role-Playing Games as IEP for ADHD in Schools Presentation Slide Notes
Observations on the Current State of RPG Professionalism: An Immature but Growing Profession
Improving Access to Tabletop Role-Playing Games by Overcoming High Barriers to Introductory Play
Transtheoretical Model (TTM) of Change, Therapeutic Recreation and Role-Playing Games
Use of Role-Playing Games (RPG) in All Formats (Tabletop, Live-Action (LARP), Choose Your Own Adventure (CYOA), and Computer-based) in the Treatment of Brain Injury

Using Role-Playing Games to Enhance the Learning Process, from the Cognitive Neuropsychology Perspective
Revision: 20171129c The approaches discussed in this document can be applied to all RPG Formats i... more Revision: 20171129c The approaches discussed in this document can be applied to all RPG Formats in various ways, with different strengths and weaknesses presenting in each format: Tabletop, Live-Action (LARP), computer-based (including solo, multiplayer, augmented reality (AR), virtual reality (VR), etc.), or solo adventure books/modules. Ideally a mix of all 4 formats would likely have the most powerful effects. This document focuses primarily on the tabletop format of role-playing games, though not exclusively. A number of well research techniques that can be used to increase the likelihood of participants better encoding information into their memory, include the following considerations: • Avoid divided attention situations, keeping distractions from the topic being studied to a minimum, to reduce the risk of various interference factors. • Deep level processing (172), including using " why questions " to improve elaboration & distinctiveness (173). To further the elaboration, focus on the specific meaning of the concept, and try to relate it to prior knowledge reinforcing the interconnections to concepts that you have already learned (172). • Distributed-practice / differential learning. Spread learning & retrieval/rehearsal trials out over time, rather than " mass learning " aka cramming. Address limitations of the processing of new information from Short Term Memory (STM) into Long Term Memory (LTM) process, considering chunking and other relevant issues, by having the study time broken up into shorter segments, with breaks in between, or topic shifts alternating, for a more distributed learning approach over time, rather than trying to cram (mass learning) in a very short time. • Over-confidence, or inaccurate self-assessment of competency areas. Use techniques and/or technologies that provide more objective feedback on areas you are struggling with, and help direct more time in the areas needing more work, and less time in the areas actually already mastered. • It is also critical to once again emphasize getting enough sleep, as well as sufficient exercise. All of the above is significantly inhibited by lack of sufficient sleep and exercise strongly promotes cognitive processes.

The use of games for social skill development in the classroom is accelerating at a tremendous ra... more The use of games for social skill development in the classroom is accelerating at a tremendous rate. At the same time, the research surrounding games designed for teaching social skills remains fragmented. This systematic review summarizes the current existing literature on social skill serious games for young people ages 5 to 19 and is the first review of serious games to note the demographic and geographic component of these studies. This review included papers that: evaluated a game designed to teach social skills; included measurable, quantitative outcomes; have a translation or be published in English; were peer-reviewed; date from January 2010 to May 2020; and have a nonclinical study population between ages of 5 to 19. Keywords were obtained from the CASEL 5 framework. Our findings are mixed but suggest that serious games may improve social skills when used alongside in-person discussion. We also found potential effects of the length of time of gameplay, intervention, and fol...
A slowly developing handbook of practice for suggested uses of all forms of role-playing games to... more A slowly developing handbook of practice for suggested uses of all forms of role-playing games to use for therapeutic interventions from the recreation therapy discipline. This book is based on the formatting of the Recreation Therapy Handbook of Practice. This is only a hypothetical initial rough draft, mostly intended as a Request For Comments towards developing a complete version. This includes uses of tabletop, live-action, computer-based, online, choose your own adventure, and other forms of role-playing games for therapeutic interventions. Examples in this draft include Traumatic Brain Injury (TBI) clients, visually impaired clients, deaf clients, and other areas, with examples of different forms of RPG used during different stages of recovery.

Further developing the possible applications of role-playing gaming for therapeutic and education... more Further developing the possible applications of role-playing gaming for therapeutic and educational interventions, in this essay for youth and adult populations. Role-playing gaming (RPGing) is a cooperative recreational activity with many variants. There was a considerable amount of negative press in the 1980's about a specific fantasy role-playing game (RPG) called Dungeons & Dragons. This controversy created a stigma that contributed in part to significantly slowing the adoption, acceptance, and growth of the role-playing games (RPGs) by the general public. Despite this stigma there is slowly increasing use of RPGs in educational and therapeutic settings. There are strong indications from dozens of scientific studies that role-playing gaming can benefit many, if not most, population groups from children to elderly, from learning disabled to physically disabled, and even for help with some forms of mental illness. Role-playing games are cooperative, improvisational, structured...
This essay provides a brief history,and overview of the potential therapeutic value of the cooper... more This essay provides a brief history,and overview of the potential therapeutic value of the cooperative social recreational activity known as role-playing gaming, and provides some general suggestions for potential development towards using this activity for controlled therapeutic interventions. Later essays on this topic build further upon these ideas with increasing detail.

J.R.R. Tolkien often wrote about his affinity for the environment, trees, and his dismay at the d... more J.R.R. Tolkien often wrote about his affinity for the environment, trees, and his dismay at the destruction of so much that he held so dear. “Every Tree Has It's Enemy, Few Have an Advocate” (Letters #241). Tolkien manifests a means of defense/revenge in the form of the Ents and the Huorns. Tolkien created characters that in his view defended the defenseless trees in many of his works. This paper was first published in Issue #2 (2007) Other Minds Magazine and subsequently shared by reading aloud with a live convention audience and online at Tolkienmoot 2011 in Spokane Washington and at the U.K. Tolkien Society's 2011 Seminar. The Tolkien Society has hosted a seminar most summers, usually in June or July, most years since 1986. The venue location varies each time, often there is a moot on the Friday evening and a trip to a nearby place of interest on the day after to make a weekend of it for attendees. Each Seminar consists of a programme of talks on a Tolkien-related theme (...

The report was written based on research undertaken to determine if there was any empirical evide... more The report was written based on research undertaken to determine if there was any empirical evidence supporting or refuting the media's various negative claims about the supposed harmful effects on those who participate in the cooperative, social, recreational activity of role-playing gaming using the Dungeons & Dragons (D&D) game system, and if playing the game leads to players having higher levels of alienation. Hypotheses Among other claims, the media has published repeatedly the belief that participating in the recreational game of D&D causes participants to become increasingly detached from "real life", distanced from family and society, and even claims that it can lead players to become suicidal or even homicidal. If the claims by the media were true, proper evaluation techniques using industry standard questionnaires should find a strong correlative difference between players versus non-players in their Page 1 of 13
Comprehensive research paper on the vulnerabilities of Microsoft's implementation of the virt... more Comprehensive research paper on the vulnerabilities of Microsoft's implementation of the virtual private network technology known as Point to Point Tunneling Protocol (PPTP). Explains the use of the technology, published vulnerabilities, and exposes previously unknown/unpublished vulnerabilities. This paper was later turned into the FAQ section on this topic for the SANS Institute's FAQ page. This is the result of a 6 month research project, with a lab of over 20 computer systems setup to verify, log, and experiment with the technologies involved. This is part of the SANS Institutes Support for the Cyber Defense initiative practicum option for certification as a GIAC certified incident handler.
This article build further upon the previous essay on the possibilities of using the recreational... more This article build further upon the previous essay on the possibilities of using the recreational activity known as role-playing gaming for potential therapeutic interventions. Later articles continue to build upon this premise with increasing detail.
The Defamation of Role-playing Gaming and Gamers
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Drafts by Hawke Robinson
Teaching Documents by Hawke Robinson
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