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ROLE PLAYING
Sociologyindex, Sociology Books 2012
Role playing occurs where an
individual plays at or pretends to occupy the role of another.
The concept of role playing is useful for understanding the socialization of children and in particular that
stage during which they play at being mothers, fathers, doctors, nurses, or truck drivers.
It is during this playing that they master the
ability to engage in reflexive role-taking and thus to develop their own sense of self.
Kindness in the Kindergarten: The Relative Influence of
Role Playing and Prosocial Television in Facilitating Altruism
Inge M. Ahammer, John P. Murray, School of Behavioural Sciences, Macquarie University.
The effectiveness of four training programs designed to foster altruism was examined with
97 four-to-five-year-old preschool children. It was assumed that role taking skills would
be a necessary and/or sufficient condition for altruistic behavior. Thus, training
programs centering on cognitive perceptual and affective role taking (empathy)
respectively were compared to programs in which altruistic behavior was either watched on
TV or enacted (role played) by the children. Children watching 'neutral' TV episodes, or
experiencing a regular preschool program, served as controls. Training lasted for four
weeks I h daily training. Altruism was significantly enhanced in the three role playing
programs, whereas prosocial TV viewing - while less effective than the role play
conditions was marginally superior to neutral TV viewing. Cognitive/perceptual role taking
was clearly implicated in the enactment of altruistic behavior while the role of affective
role taking was less consistent. - jbd.sagepub.com/cgi/content/abstract/2/2/133
Role Playing As a Group Intervention - Rebecca J. Cabral, Wayne State
University
Role playing is an effective intervention technique that has been broadly adapted for use
in academic research and applied settings. A classification scheme for organizing these
diverse role-playing uses, in terms of intraindividual and intact group change, is
presented. Furthermore, it is suggested that research and implementation of role playing
would be best served by an interactional perspective. -
sgr.sagepub.com/cgi/content/abstract/18/4/470
Role Playing to Assess Social Competence - Ecological
Validity Considerations
J. Regis Mcnamara, Craig A. Blumer, Ohio University
Role playing is increasingly being used as a method by which to assess social competence.
Role playing has demonstrated its usefulness at reflecting differences between treatment
and control groups in studies concerned with the modification of social competence and
those attempting to differentiate levels of social competence in known groups. The ability
of role plays to accurately represent more naturalistically occurring social behavior is
less well established, however. Current evidence suggests that there is only modest
correspondence between behavior in role play and naturalistic settings. Further, this
correspondence occurs at the molar and not at the molecular behavior level. Additional
research is needed to better understand how adequate role plays are at portraying
naturally occurring behavior. - bmo.sagepub.com/cgi/content/abstract/6/4/519
The effects of role playing on prosocial behavior in preschool children [Article in
Japanese] - Hamazaki T, Department of Child Psychology, Hiroshima University.
The purpose was to examine the effects of two types of role-playing experience on
prosocial behavior in preschool children. Subjects were 72 6-year-olds. In the Empathy
role-playing (E), each pair of children enacted alternately a victim and an eyewitness
using a glove puppet, in which the emphasis was only on empathizing with the victim. In
the Empathy and Helping role-playing (EH), they enacted alternately a victim and a helper,
in which the emphasis was on empathizing and helping a victim. In the Control role-playing
(C), they played roles alternately of a customer and a salesman in a grocery store. All
children were assessed as for helping and sharing behaviors for a real victim before and
after the role playing session. In the comparison between pre- and post-tests for helping
behavior. All groups (C, E, EH) increased helping tendency, but only in EH group the
proportion of subjects, whose attitude changed from helper to non-helper. As for sharing
behavior, all three groups increased the number of sharing significantly in the post-test.
- ncbi.nlm.nih.gov
ROLE-TAKING AND ROLE-PLAYING IN HUMAN COMMUNICATION
ROBERT L. KELLEY, W.J. OSBORNE and CLYDE HENDRICK
Human Communication Research - Volume 1 Issue 1 Page 62 - September 1974
The work of George Herbert Mead and Jean Piaget is stimulating interest among the social
sciences in role-taking behavior as an intervening variable affecting human communication.
This paper clarifies the concept of role-taking and distinguishes role-taking from related
constructs with which it has been confused. It is shown, however, that clarification of
role-taking requires serious consideration of the related concept of role-playing. The
product of these considerations is a discussion of some implications for communication
theory and research suggested by the conceptualizations and distinctions developed in this
paper. -
blackwell-synergy.com
Use of Cigarettes and Alcohol by Preschoolers While Role-playing as Adults "Honey,
Have Some Smokes"
Madeline A. Dalton, PhD; Amy M. Bernhardt, MEd; Jennifer J. Gibson, MS; James D.
Sargent, MD; Michael L. Beach, MD, PhD; Anna M. Adachi-Mejia, PhD; Linda T.
Titus-Ernstoff, PhD; Todd F. Heatherton, PhD - Arch Pediatr Adolesc Med.
2005;159:854-859.
Objective To examine preschoolers attitudes, expectations, and perceptions of
tobacco and alcohol use.
Design: Structured observational study. Children used props and dolls to act out a social
evening for adults. As part of the role play, each child selected items from a miniature
grocery store stocked with 73 different products, including beer, wine, and cigarettes,
for an evening with friends.
Setting: A behavioral laboratory at the Department of Psychological and Brain Sciences,
Dartmouth College.
Patients: One hundred twenty children, 2 to 6 years old, participated individually in the
role-playing.
Main Outcome Measure: Whether or not a child purchased cigarettes or alcohol at the
store.
Results: Children purchased a mean of 17 of the 73 products in the store. Thirty-four
children (28.3%) bought cigarettes and 74 (61.7%) bought alcohol. Children were more
likely to buy cigarettes if their parents smoked (adjusted odds ratio [OR], 3.90; 95%
confidence interval [CI], 1.20-12.63). Children were more likely to buy beer or wine if
their parents drank alcohol at least monthly (adjusted OR, 3.04; 95% CI, 1.02-9.10) or if
they viewed PG-13 or R-rated movies (adjusted OR, 5.10; 95% CI, 1.14-22.90).
Childrens play behavior suggests that they are highly attentive to the use and
enjoyment of alcohol and tobacco and have well-established expectations about how
cigarettes and alcohol fit into social settings.
Conclusions The data suggest that observation of adult behavior, especially parental
behavior, may influence preschool children to view smoking and drinking as appropriate or
normative in social situations. These perceptions may relate to behaviors adopted later in
life. - archpedi.ama-assn.org/cgi/content/abstract/159/9/854
Live Action Role-Playing Games - Control, Communication, Storytelling, and
MMORPG Similarities - Anders Tychsen, Michael Hitchens, Thea Brolund, Manolya
Kavakli
Live action role-playing games share a range of characteristics with massively
multi-player online games (MMOGs). Because these games have existed for more than 20
years, players of these games have a substantial amount of experience in handling issues
pertinent to MMOGs. Survey and review of live action role-playing games, whose participant
count can be in the thousands, reveal that features such as size, theme, game
master-to-player ratio, and others interact to form complex systems that require several
different groups of control tools to manage. The way that these games are managed offers a
variety of venues for further research into how these management techniques can be applied
to MMOGs. - gac.sagepub.com/cgi/content/abstract/1/3/252
Computer-Based Role-Playing for Interpersonal Skills Training,
Geralien A. Holsbrink-Engels
This study examines the design and evaluation of computer-based role-playing. For novices,
a conventional role-play is a very complex learning situation. Computer-based role-playing
is designed to simplify role-playing so that students can more effectively develop
interpersonal skills. It is a gradual lead-in to, not a replacement of, conventional
role-playing. An experiment is reported in which 41 students participated. The students
were randomly distributed over two groups. Two instructional programs were compared, one
with and one without computer-based role-playing. One major finding is that computer-based
role-playing enhances interpersonal skills development by (a) practicing the use of a
conversational model, (b) offering opportunities for reflection, (c) performing four
protagonist roles, and (d) capturing individual contribution and learning. -
sag.sagepub.com/cgi/content/abstract/28/2/164
Voice and text: role playing with computers - S Yager, Department of English,
Iowa State University, 203 Ross Hall, Ames, IA 50011-1201, USA
In teaching the works of Geoffrey Chaucer and other medieval writers. I want students to
participate to 'pleye' with the language and ideas of the story. Like any instructor, I
hope that students will not sit 'doumb as a stoon'. One way to encourage students to take
part is literally to give them a part, a role to take on in the classroom. Over the past
few semesters, I have turned to computers to do this, using the InterChange function of
Daedalus, a networked synchronous communications program, for role playing exercises in
medieval literature classes. In these classes, I have invited my students (mostly English
majors at Iowa State, a public university of science and technology) to use role playing
in order to explore the identities of Chaucer's Canterbury pilgrims. My intention in
beginning these exercises was to help students realize that Chaucer's speakers, lively and
realistic as they seem to us, are known through, and constructed of, words. This
intention, however, has not been fulfilled - in fact, few of my original expectations have
been met; nonetheless, this project has succeeded in other ways, and it has persuaded me
that synchronous communications in general, and on-line role playing in particular, can be
a vital part of the medieval studies classroom. -
/llc.oxfordjournals.org/cgi/content/abstract/14/2/211
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