Determine if Role-playing Gaming Has Different Therapeutic or Educational Effects on Different Populations
Determine differences between various populations and cultures in response to participating in role-playing game sessions.
For example the claimed significant gender differential in participation with tabletop role-playing games, any differences in the Deaf community, PTSD sufferers, ADHD youth or adults, different age groups, demographics background, differences from other countries or cultures, etc.
Some studies have indicated some differences in how primarily female groups of role-playing gamers play, compared to male counterparts, does this lead to a difference educational or therapeutic impact on the participants?
Does the role-playing game session need to run differently for different population to achieve similar effects between groups?
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