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Copyright by

CHRISTA N. MACKEY

2022
Perceptions of Skill Transference From Dungeons & Dragons to Personal, Social, and Work

Life

by

Christa N. Mackey

Abstract

The purpose of this qualitative exploratory single-case study was to explore the

perceptions and social interactions of participants in an online role-playing game campaign.

Six participants were recruited from social media groups. All participants were over age 18

years and had 3 or fewer years of experience playing the traditional role-playing game

Dungeons & Dragons. Game play was conducted, managed, and observed through a virtual

tabletop simulator during the 2020–2021 COVID-19 pandemic. Methods triangulation

including semistructured interviews, journal prompts and entries, and observations were used

to gather data from the study participants and game manager. Narrative data were coded and

analyzed weekly to monitor for saturation and other quality controls. The data provided

information from the perspectives of the game players leading and cooperating as a team.

Data analysis resulted in three main themes (skill identification, social interactions, and

leadership skills) and nine subthemes (weakness identification, problem identification,

problem resolution, teamwork, delegation, conflict resolution, decision-making, emotional

response, and empathy) demonstrating new learning capacities that were transferred socially

to various life interactions. Results indicated that the participants gained the ability to

recognize learned skills and how to transfer the new knowledge and skills from the campaign

to their personal, social, and work lives. Study results increased the body of contextual

knowledge on how professionals may view learning from gamification and role play

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opportunities and their recognition and perception of how to obtain new and transferable

skills.

Keywords: role-playing games, leadership theory, skill transference, adult learning,

gamification, Dungeons & Dragons

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ACKNOWLEDGMENTS

This work would not have been possible without the support of the University of

Arizona Global Campus School of Organizational Leadership and Development. I am

grateful to everyone with whom I have had the pleasure to work during this project. Each

member of my dissertation committee provided me extensive personal and professional

guidance and taught me a great deal about both scientific research and life in general. I

would especially like to thank my dissertation chair, Dr. Deborah Bowman. Without her

guidance, I would not have been able to complete this project. Thanks also to my committee

member, Dr. Peggy Sundstrom, for her guidance. I would like to also acknowledge my

advisor, Heather Zelinski, without whom I would have likely gone insane. Finally, I would

like to also express my gratitude and appreciation to the six participants in this study for,

truly, without them, this study would not have happened.

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DEDICATION

For my parents, Alex and Gloria Mackey, who taught us that we could be anything

we wanted to be. I miss you, Dad. For my sister, Annette, who was my first hero. For my

brother, Wayne, who taught me to be strong in the face of adversity. For Ken Barnard and

Nick Chavez who never gave up on me, even when I’d given up on myself and encouraged

me to keep pressing forward. For my Aunt Joan Mackey who checked in with me, provided

encouragement, and kept me from completely giving up. For my Uncle Jim Mackey who,

unfortunately, never got to see the completion of this project (I love you and miss you). And

for Tom Baker, who unwittingly set into motion the thoughts of a 3-year-old girl who

recognized you only needed two hearts to change the world.

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TABLE OF CONTENTS

CHAPTER I: INTRODUCTION.............................................................................................. 1

Background of Study ............................................................................................................ 2

Statement of Problem............................................................................................................ 6

Purpose of the Study ............................................................................................................. 6

Importance of the Study ........................................................................................................ 7

Conceptual Framework ....................................................................................................... 10

Research Questions ............................................................................................................. 12

Overview of Research Design ............................................................................................ 13

Definition of Terms ............................................................................................................ 14

Assumptions, Limitations, and Delimitations..................................................................... 16

Summary ............................................................................................................................. 17

CHAPTER II: LITERATURE REVIEW ............................................................................... 19

Search Strategy ................................................................................................................... 20

History of Applied Computer Gaming ............................................................................... 23

Leadership Development ................................................................................................ 24

Critical Thinking ............................................................................................................. 27

Transference .................................................................................................................... 29

Adult Learning Theory ................................................................................................... 32

Game Theory .................................................................................................................. 34

Historic Use of Applied Computer Gaming ................................................................... 37

History of Dungeons & Dragons .................................................................................... 41

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Dungeons & Dragons .................................................................................................. 41

The d20 System........................................................................................................... 43

Summary ............................................................................................................................. 47

CHAPTER III: METHODOLOGY ........................................................................................ 49

Methodology Selected ........................................................................................................ 49

Role of the Researcher ........................................................................................................ 51

Study Participants ............................................................................................................... 52

Data Collection ................................................................................................................... 54

Procedures Followed........................................................................................................... 56

Trustworthiness ................................................................................................................... 59

Ethical Concerns ................................................................................................................. 61

Data Analysis ...................................................................................................................... 62

Summary ............................................................................................................................. 64

CHAPTER IV: RESULTS...................................................................................................... 66

Sample ................................................................................................................................ 67

Demographics ..................................................................................................................... 67

Data Collection ................................................................................................................... 68

Unusual Circumstances....................................................................................................... 69

Data Analysis and Results .................................................................................................. 69

Findings .............................................................................................................................. 70

Research Question 1 ....................................................................................................... 70

Research Question 2 ....................................................................................................... 74

Research Question 3 ....................................................................................................... 76

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Summary ............................................................................................................................. 78

CHAPTER V: DISCUSSION ................................................................................................. 80

Research Questions ............................................................................................................. 80

Interpretation of Findings ............................................................................................... 81

Findings for Research Question 1 ................................................................................... 81

Findings for Research Question 2 ................................................................................... 84

Findings for Research Question 3 ................................................................................... 86

Limitations of the Research ................................................................................................ 90

Implications for Theory and Research ................................................................................ 93

Future Research .................................................................................................................. 94

Conclusion .......................................................................................................................... 94

REFERENCES ................................................................................................................... 97

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LIST OF TABLES

Table 1: Participant Demographics ......................................................................................... 54

Table 2: Breakdown of Data for Major Themes and Subthemes............................................ 70

Table 3: Themes and Subthemes for Research Question 1 With Supporting Literature
Excerpts....................................................................................................................... 82

Table 4: Themes and Subthemes for Research Question 2 With Supporting Literature
Excerpts....................................................................................................................... 85

Table 5: Themes and Subthemes for Research Question 3 With Supporting Literature
Excerpts....................................................................................................................... 87

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LIST OF APPENDICES

Appendix A: Full List of Interview Questions and Journal Prompts ....................................112

Appendix B: Intake Questionnaire.........................................................................................114

Appendix C: Appendix C: Game Master’s Notes and Changes ............................................115

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CHAPTER I: INTRODUCTION

Psychologists have used computer-based games for educational purposes since the

1950s (Shubik, 1968). From seminal research such as Shubik’s (1968) on simulation games

of the early computer era to Yee’s (2007) on video games and massively multiplayer online

role-playing games (MMORPGs), research in technology has dominated the field of applied

gaming for training and education in industrial/organizational psychology. Mysirlaki and

Paraskeva (2017) discussed using MMORPGs for developing soft skills in leaders of virtual

teams. Likewise, Lee et al. (2018) focused on the transferability of leadership skills from

virtual world settings into real life settings. Mysirlaki and Paraskeva identified 2001 as the

beginning of the focus in industrial/organizational psychology on virtual teams and using

MMORPGs for developing team cohesion and leadership soft skills.

Because technology advances quickly, little attention has been paid to the types of

games that preceded MMORPGs, primarily pencil and paper games, including war games,

role-playing games (RPGs), and live-action role-playing games (LARPs). Balzac (2016)

conducted a qualitative study on the transference of leadership skills from a game

environment to a nongame environment, and Merriman (2017) explored using LARPs for

teaching empathy and understanding through establishing game rules to promote such social

growth and interaction in the game Dystopia Rising.

In 1974, Gary Gygax, along with several friends, wrote guidelines for an RPG that

involved writing numbers on a piece of paper and rolling dice to determine success or failure

(Mearls & Crawford, 2014). They called the game Dungeons & Dragons. The game is

currently in its fifth edition, reflecting updated rules and guidelines, expanded classes and

class features, race features, and weapons and spell updates (Mearls & Crawford, 2014).

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Since 1974, many different genres of the traditional RPG (TRPG) have come into

being, including science fiction-based games such as Shadowrun and Rifts, horror-based

games such as Call of Cthulhu and Vampire: The Masquerade, and fantasy-based games such

as Tunnels & Trolls and Airship Pirates. LARPs also have taken the concept of role-play

and pushed it further into a tool for helping players relate to the world around them in a more

socially acceptable way (Balzac, 2016; Oh & Solomon, 2014).

After Yee’s (2007) seminal work using World of Warcraft, other researchers began to

study gamification and applied gaming, using MMORPGs, tabletop RPGs, and LARPs as

tools for education and training (Balzac, 2016; Merriman, 2017; Oh & Solomon, 2014).

Businesses have used role-play to work through problems (K. M. Brown, 2014; Sternman et

al., 2015); however, using RPG scenarios, complete with debrief, had yet to be explored in

the scientific literature. The present study was conducted to determine the perspectives of six

study participants regarding the transferability of skills learned from playing Dungeons &

Dragons into personal, social, and work life situations.

Background of Study

Since the 1950s, researchers have predominately focused on computer technologies

for developing leadership skills (Lee et al., 2018; Mysirlaki & Paraskeva, 2017; Shubik,

1968; Yee, 2007). Serious games are widely used in the military, business, and education

arena for the purpose of training and learning development (Greene, 1960; O’Brien et al.,

2014). In the 1970s, a group of people took aspects of the military strategy games and

combined them with the art of high fantasy to create a new genre of games called RPGs

(Witwer, 2015). These started as games a small group of people would play using polyhedral

dice, pencils, and paper to keep track of health, hit points, etc. As technology advanced,

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these pen-and-paper games became the basis for the MMORPGs of the computerized era

(Yee, 2007).

Research supports using video games for a variety of educational purposes, including

enhancing multitasking abilities in older adults (Anguera et al., 2013; Ng et al., 2019). Yee

(2006) reported, via survey data, the average number of weekly hours of television video

game players watched versus how many hours they played video games. The survey results

indicated a significantly higher amount of time spent playing video games over watching

television.

Yee (2006) posited that the motivational framework contributing to the apparent

desire to play video games over watching television had to do with the social aspect of the

game, stating that the data supported the hypothesis. Further, Yee stated that 22.9% of male

players (n = 2,991) and 32.0% of female players (n = 421) admitted to sharing personal

secrets with MMORPG friends, despite never having shared those secrets with anyone in real

life. Granic et al. (2014) also indicated that more time spent playing video games,

specifically, first-person shooters, increased their participants’ spatial awareness and,

moreover, confirmed long-term career success in science, technology, engineering, and

mathematics areas.

From an academic perspective, video games are classified into four categories: action,

strategy, role-playing, and simulation (Braun et al., 2016). There are also subcategories in

these genres (Clarke et al., 2015): mobile (e.g., apps such as Candy Crush, Mobile Strike, or

Bingo), console (e.g., Deus ex Machina, Assassin’s Creed, or Rockband), and computer

games (e.g., Counterstrike, World of Warcraft, or The Sims). Computer games can be further

broken down into subcategories such as single player (e.g., Portal), multiplayer (e.g., Team

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Fortress 2), first-person shooters (e.g., Counterstrike), or MMORPGs (e.g., World of

Warcraft), based on the findings in Clark et al. (2015). MMORPGs such as World of

Warcraft developed from pencil and paper games such as Dungeons & Dragons, which was

the present study’s focus as a tool for training leadership and development skills.

The distinctions in game genres are important to understand in order to determine a

game’s suitability as a training and learning tool (Granic et al., 2014). Each genre has its

own benefits; for example, Portal requires the player to solve spatial puzzles to progress to

the next level (Shute et al., 2014), Team Fortress 2 requires communication and coordination

with the rest of the team in order to be successful (Lim & Harrell, 2013), Counterstrike

depends on constant situational awareness and fast reflexes (Borecki et al., 2013), and World

of Warcraft offers social interactions, leadership, and market play among many other skill

sets (Bailenson & Yee, 2008; Yee, 2006).

RPGs are a subcategory of simulation games (Braun et al., 2016). Role-play is used

in businesses for training purposes (Dohaney et al., 2015; Oh & Solomon, 2014), typically

for training sales, crisis management, or leadership scenarios. MMORPGs are also used as

virtual environment settings to train soft skills in business (Chang & Lin, 2014; Harman et

al., 2015).

Bosch-Sijtsema and Sivunen (2013) championed using MMORPGs for supporting

collaboration and communication, and several schools in Europe use RPG variations,

including LARPs, to teach subject matter (Balzer et al., 2015). Scientific journals, however,

lack information regarding the effectiveness of TRPGs for training purposes. The present

study focused on using Dungeons & Dragons to develop leadership skills in six participants

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and to explore their understanding of the training and transference of skills from the game to

their personal, social, and work lives.

MMORPGs provide preprogrammed scenarios in which choices for avenues of

critical thinking are limited by the program’s abilities. Existing research has focused on

using computer-aided games to provide players solitary environments or safe spaces in which

to make mistakes (Bailenson & Yee, 2008; Kark, 2011). As demonstrated in this section and

presented in the literature review, research on video games has oversaturated psychological

literature for decades; from Shubik’s work in the 1950s and 1960s to Weinstein and

Lejoyeux’s (2016) research on brain functions in adolescents with internet gaming addiction.

Even Yee (2007) focused his research on how MMORPGs affect a person’s perception in

nongame space.

Leadership training programs that use applied gaming, or gamification, do so by

employing serious games (games designed specifically for training rather than

entertainment), simulators, or virtual worlds (Anguera et al., 2013; Dohaney et al., 2015;

Harman et al., 2015). Researchers have quantified the results of training virtual leaders and

developing virtual teams via MMORPGs (Anguera et al., 2013; Bailenson & Yee, 2008;

Dohaney et al., 2015; Kark, 2011; Harman et al., 2015; Yee, 2006), and other quantitative

studies dominate the literature on the effectiveness of transference of skills from a virtual

world into a work setting (Ahmad et al., 2014; Kurniawan, 2008). However, qualitative

studies in which participants explored any aspects of their understanding of skill

transference, their experiences in applying the skills, and any subsequent acquisition of

related skills in their daily lives seem nonexistent.

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Statement of Problem

The general problem is a lack of qualitative information regarding participant

understanding of training interventions in traditional contexts, and specifically in the context

of applied gaming. In other disciplines, such as medicine, researchers also champion using

qualitative data to inform the quantitative data received during clinical trials (Powell et al.,

2022). Gilad (2021) noted that a lack of qualitative research can risk undermining

practitioners’ capacity to study policy-meaningful research questions that matter in real-

world contexts. Quantitative research exists in the fields of education (King, 2016) and

clinical psychology (Wright et al., 2020) supporting using traditional fantasy RPGs; however,

very few studies in the business realm exist to support using these games as tools for training

and development, and fewer still discuss the participants’ experiences. According to Gilad

(2021), a lack of qualitative research exists across many disciplines.

The specific problem is that knowledge is lacking on people’s perceptions of their

abilities to transfer skills acquired from game play into their personal, social, and

professional lives. With the nature of business shifting to a global market, virtual teams are

becoming increasingly common, especially with the COVID-19 pandemic creating forced

work-from-home situations and forced isolation and social distancing. The present study

allowed participants to supply personal insights on their understanding of the skills they

gathered from the role-play process of a video game and how and where they were able to

apply the new knowledge in their daily lives.

Purpose of the Study

The focus of this qualitative single-case study was to explore the extent to which the

study participants felt they could transfer the skills and interactions they developed and

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learned playing Dungeons & Dragons into their personal, social, and work lives. The intent

was to follow the thought and emotional processes of the participants through their daily

lives on a week-by-week basis through interviews, journal entries, and other qualitative

methods. The goal was to see how the participants viewed their skill acquisition and

development through journal prompts geared toward game-specific scenarios and also their

thoughts and feelings on their ability to transfer these skills into personal, social, and work

situations. The final goal was to comprehend study participants’ views on their personal

development with social interaction skills during the study as well as reflecting on the study

once completed. The study questions were as follows:

RQ1: How do participants describe their ability to transfer learned skills from playing

Dungeons & Dragons to their personal, social, and work lives?

RQ2: How do participants describe the significance of their ability to transfer learned

skills from playing Dungeons & Dragons to their daily lives?

RQ3: How do participants perceive their development in social interaction skills after

playing the Dungeons & Dragons scenarios?

The present exploratory case study was conducted to address the identified gap in

knowledge regarding skill transfer from game play into daily life. Six participants with

varied professional backgrounds and little to no experience with TRPGs played in five

scenarios from the Waterdeep: Dragon Heist campaign setting, each focusing on two

overarching skills as well as individual skills.

Importance of the Study

Thumlert et al. (2018) and Hargreaves and O’Connor (2017) discussed the changing

nature of business. They also discussed the evolution of the leadership role from one that

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required presence to one that is more heterarchical, or distributed, or a leading from the

middle. With the onset of the global pandemic, businesses have had to change even further,

relying increasingly on remote work (Gardner & Matviak, 2020; Rushe, 2020; Valet, 2020).

Business and science are in a unique position to explore areas of training and

development to completely change the nature of business. Research on the use of serious

computer games and MMORPGs has been present since the mid-1950s (Shubik, 1968);

previously, Samuelson (2016) discussed the 1838 publication by Cournot delineating the

development of the classical game theory for using games as a training tool in business,

specifically economics.

Lofgren and Fefferman (2007) identified the human factor in the context of virology

in the MMORPG, World of Warcraft. After the World of Warcraft’s Corrupted Blood

outbreak in the late 2006, the team observed a strong division of participants who would

purposefully infect other players by leading infected nonplaying characters (NPCs) into low-

level areas to kill players in range and those players who would attempt to assist the infected

to heal them, despite the risks to themselves. Lofgren and Fefferman’s study laid the

foundation for the Centers for Disease Control’s ability to predict and track the spread of

COVID-19 during the 2020–2021 pandemic. The study also established a binary upon which

to develop hypotheses on how participants in the current study would react to inexperience

and inexperienced players asking basic questions about gameplay.

Focus has indeed been placed on creating serious games that reflect real-world

situations. Focus has also been placed on using MMORPGs for several types of virtual

leadership trainings and physical recovery trainings. As technology progresses, researchers

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continue to focus on alternate and virtual reality games and how they can be used as

resources for training (Kim et al., 2017; Ng et al., 2019; Symonenko et al., 2020).

Quantitatively, data have been collected and aggregated to demonstrate transferability

of skills from MMORPGs and augmented reality/virtual reality (AR/VR); however, few

researchers have conducted qualitative studies that involve an understanding of participants’

cognitions when applying the skills from these games to their work lives. Kruger (2016)

expressed the necessity of cognitive attitudes as a tool for helping people master their

environments and gain understanding as well as creating a way for them to express

themselves. The human mind is dynamic and must adapt quickly to the complex and ever-

changing environments (Ladouce et al., 2017). However, without insight from the

participants’ perspectives, researchers and trainers are left to guess or assume skills trainings

have accomplished their end goal.

In Blume et al. (2010), skill identification was the initial part of participants moving

forward with either closed skills (reproduction of procedure for completion of task) or open

skills (accomplishment of task using general principle). Participants were given

opportunities to communicate via journal entries reflecting their perceptions of being able to

identify skills they could employ—either closed or open skills—in the context of a truncated

Dungeons & Dragons campaign and in their personal, social, and work lives. A significant

factor of understanding how participants perceive their own social development includes the

concept of emergent leadership. T. Brown (2011) noted that RPGs disrupt the Sloan

leadership model, which relies on a single person using the four key components of

sensemaking, relating, visioning, and inventing (Ancona et al., 2007), by not having a

designated and permanent team leader. The team leader is selected by the team-up group

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based on experience, skill, knowledge, etc., providing numerous opportunities for players to

partake in leadership positions. By allowing participants to explore their own cognition of

their understanding of the skills learned during role-play, their ability to transfer and

implement the skills in their personal, social, and work lives, and their perception of the

significance of their ability to transfer and implement the skills, the present study contributed

to the existing literature on leadership development, skill transference, and applied gaming.

Conceptual Framework

The general concept of leadership theory provided the conceptual framework for the

present study. Leadership theory focuses on determining what makes good leaders

(Mysirlaki & Paraskeva, 2012), a determination that has evolved since at least 1971 (House,

1971) to more recent studies (Day et al., 2014). Day et al. (2014) asserted that much of the

literature on leadership development focuses on linking personality and behavioral

development with leadership, indicating that people who are predisposed to leadership will

strive for it and become leaders and that behavioral adjustments can be trained at a later time.

In a meta-analysis on a much-discussed topic of psychopathic tendencies in executive

leadership, Landy et al. (2019) determined that those with psychopathic tendencies seem to

emerge more frequently as leaders and are somewhat less effective leaders.

Of interesting note to the present study, the leader’s gender played a role in their

emergence as leaders. As stated in Badura et al. (2018), even after more than 25 years of

business change and progress in women’s rights, the gap in emergent leadership remains

somewhat like that reflected in the 1991 study by Eagly and Karau. Badura et al. noted that

the basis of the concept of gender difference in emergent leadership somewhat depended on

cultural differences, with Eastern cultures being less egalitarian and Western cultures being

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more egalitarian. However, Badura et al. indicated that the egalitarian factor had minimal

impact on the emergence of males over females in leadership positions.

Understanding that males tend to emerge as leaders over females brings into

consideration Landy et al.’s (2019) findings that women were penalized for displaying

psychopathic tendencies and men were rewarded. These findings, that men emerge more

frequently than women (Badura et al., 2018), that those with psychopathic tendencies emerge

more frequently as leaders (Landy et al., 2019), and that those with psychopathic tendencies

are less effective leaders (Landy et al., 2019) would seem to contradict the notion that

leadership is a predisposition and that behavioral adjustments can be trained later.

To further narrow the field of research from leadership development, the present

study particularly focused on training via applied gaming or gamification. The body of

literature indicates positive outcomes for skill transference in the proper employment of

video games, serious games, and other types of gamified learning, discussed in greater detail

in Chapter II. Specifically, the present study focused on the concept of skill transference.

For any behavioral modifications or skills training to be effective, trainees need to be able to

transfer the knowledge and skills from their training settings into their work settings (Blume

et al., 2010; Huang et al., 2017; Jeung et al., 2011).

Though the present study’s researcher would find a more pragmatic method for

understanding to be beneficial, time constraints as well as budgetary concerns prohibited

conducting a mixed methods study to examine the effectiveness of skill transference from a

game setting into work life or personal life situations. Therefore, the researcher believed that

starting with an understanding of the participants’ emotional investments—from their

understanding of the study to their understanding of the skills learned to their ability to

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actually apply these skills—set a base level of expectation for continued research into the

area of applied gaming (as a subsection of gamification) as presented in the present study;

that is to say, using existing games, specifically structured RPGs, as tools for training and

development. Hurt (2015) and Huang et al. (2017) asserted that organizations lack the ability

to help employees transfer newly learned skills from the classroom to the workroom.

Clinical nurses and some educators have provided insights via qualitative studies on their

participation in skills training and subsequent transference (Garrison, 2019; Humphreys,

2017).

Research Questions

This exploratory case study involved six participants with little to no experience with

TRPGs who played in five role-playing sessions. Initially, there was a focus on

incorporating the skills selected by the participants on the intake questionnaire; however, as

the sessions progressed, it became difficult to do so given the fluctuation of participants each

week. The game sessions were led by an experienced game master (GM) with a general

understanding of the processes and methods involved in this study. The five scenarios were

as follows: DDAL08-00: Once in Waterdeep; and Chapters I–IV of Waterdeep: Dragon Heist

Campaign. After each session, participants sent in journaled responses to prompts given to

them. Participants were relying on the journal prompts as questions, rather than suggestions

for them to write about, and requested a new set of prompts for the remaining 3 weeks of the

study.

The original two research questions were as follows:

RQ1: How do participants describe their ability to transfer learned skills from playing

Dungeons & Dragons to their personal, social, and work lives?

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RQ2: How do participants describe the significance of their ability to transfer learned

skills from playing Dungeons & Dragons to their daily lives?

However, it became evident during the final interviews that a new question needed to be

addressed dealing with social skills and the application of those skills in both game settings

and real-world settings. The following question, therefore, was added to this study:

RQ3: How do participants perceive their development in social interaction skills after

playing the Dungeons & Dragons scenarios?

Data were collected from the journal prompts and a final structured interview with

each participant. The interview questions and journal prompts are in Appendix A.

Overview of Research Design

To begin this study, each participant was asked to answer a brief questionnaire (see

Appendix B). The participants were asked to select up to three skills for this study from the

list that was sent with the questionnaire. Using the data collected from the questionnaire

regarding the skills, the researcher selected two skills that were common to the group and one

skill for each participant.

The first scenario was from the official Adventures League Guild, called Once in

Waterdeep. This was a light-hearted scenario to allow the group to meet each other, meet the

GM, and for all to learn and get used to the Roll20 interface. The remaining four sessions

were from the Waterdeep: Dragon Heist campaign, following the chapter outlines in the

book. The first scenario is a free scenario that can be downloaded from the Dungeon

Master’s Guild website (https://www.dmsguild.com); the campaign is available from most

gaming stores or in downloadable PDF format from Roll20, Drive-Thru RPG

(https://www.drivethrurpg.com), and various other online markets.

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After each session, participants were asked to submit three journal prompts for the

week. After the final session, one-on-one interviews were scheduled with each of the

participants. In the middle of the study, more journal prompts were added for the

participants to respond to, per the participants’ request. The final interviews had the same

three basic questions; follow-up questions varied based on the participants’ responses.

Definition of Terms

The following terms were used in this study:

Applied gaming: Riggs (1979) discussed creating and defining new terminology in

the social sciences. There are three ways in which new terms are named and defined:

analytic, synthetic, and normative. Whereas the term gamification exists, it does not

effectively name the concept, nor is its definition unequivocally apparent from the context of

use (Riggs, 1979).

Salman et al. (2016) defined applied gaming as simply the use of nonleisure games;

however, this definition is also not entirely accurate. In application of Riggs’s (1979)

suggestions for creating and defining new terms in the social sciences, applied gaming was

defined in the present study as using standard leisure games available at retail stores, video

game boutiques, and specialty stores for educational and training purposes.

Dungeons & Dragons: According to the official product website, Dungeons &

Dragons is a fantasy RPG that uses polyhedral dice to determine the degree of success or

failure on certain actions and relies on cooperative storytelling and problem-solving (“What

is D&D,” n.d.).

Game master (GM): The GM is the RPG facilitator. The GM moderates the

storytelling and portrays the NPCs and the enemies for the encounters.

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Gamification: Schöbel et al. (2020) defined gamification as the use of games or game

design elements in a nonentertainment context to achieve predefined and desired outcomes.

Huotari and Hamari (2017) stated the term was first used in 2008 and was then described as

using game mechanics and applying them to other situations to increase engagement.

Massively multiplayer online role-playing games (MMORPGs): Suznjevic et al.

(2008) defined MMORPGs as a player-controlled avatar in a virtual space. A virtual world,

as defined in Belanger and English (2016), is a computer-simulated world in which players

can interact via the internet. MMORPGs, therefore, are virtual worlds in which many players

interact with the world and each other, via player-created avatars over the internet (Belanger

& English, 2016; Suznjevic et al., 2008). An example of an MMORPG is the game World of

Warcraft, which is mentioned frequently throughout this dissertation.

Serious games: Humphrey (2017) defined serious games as games that extend beyond

the sole purpose of entertainment. Melthis et al. (2016) went a step further to indicate that

serious games were computer games built for nonentertainment purposes. Research supports

the notion of serious games being computer based (Shubik, 1968). Serious games, then, are

computer simulations designed to train specific skills.

Skill transference: Baldwin and Ford (1988) defined positive training transfer as “the

degree to which trainees effectively apply the knowledge, skills, and attitudes gained in a

training context to the job” (p. 63). Blume et al. (2010) noted that training transferability

included the maintenance, use, and generalization of skills, knowledge, and attitudes learned

to aid in effective employee output. In the present study, the two concepts were combined to

define skill transference as the degree to which trainees can effectively maintain, use, and

generalize the skills and attitudes gained from the training context in the work context.

15
Traditional role-playing games (TRPGs): Daniau (2016) defined TRPGs as “the

progressive creation in a small group of players of a type of collaborative narrative animated

by a game master, in which each player takes on a main role” (p. 424). Laycock (2015)

defined TRPGs as “games in which players pretend to be someone else, typically a fictional

character” (p. 16). TRPGs, therefore, are games in which a small group comes together to

participate in the creation of a fictional world and narrative, under the guidance of a GM

(Daniau, 2016; Laycock, 2015). Dungeons & Dragons is the predominate example of a

TRPG.

Assumptions, Limitations, and Delimitations

Despite the study researcher’s philosophical stances, a key study assumption was that

there are multiple realities that are subjective and socially constructed by the participants

themselves (ontology). Because reality is subjective, there is a close interaction between

what is known and the knower; in this case, the participant (epistemology). Finally, it was

also assumed that individual values and beliefs—the researcher’s or the participants’—can

influence actions taken by the participants (axiology).

The sampling procedures for this study were limited by participant availability, their

willingness to participate, and their extent of experience with the tool (game). Limiting the

field to those who possess little to no experience with the game created a pool of potential

participants with their own biases and limitations (i.e., little to no experience requires a bit of

direction in play). However, with all participants having a similar level of experience, the

researcher believed the data collected would be more indicative of a real-world setting of

employing this type of training initiative in a business. The sample pool, however, caused a

potential weakness. Because the sample was small, the study results cannot be generalized.

16
Further, the participants selected were from an interest group on Facebook, meaning there

was the potential for participant bias in trying to respond the way they believed the

researcher wanted them to (Thomas, 2017).

Finally, the present study was further limited by the amount of time available to

conduct the study itself. Loh et al. (2015) discussed the length of time used in numerous

studies focused on applied gaming. To streamline and expedite data collection, the present

study was limited to one group of six participants who met once per week for five 4-hr

gaming sessions, then individually with the researcher for an interview lasting approximately

30–90 min.

Summary

Business is becoming more global, and virtual teams are an important part of most

businesses (Marlow et al., 2017). Since the 1950s, researchers have predominately focused

on computer technologies for developing leadership skills (Lee et al., 2018; Mysirlaki &

Paraskeva, 2017; Shubik, 1968; Yee, 2007). Serious games are widely used throughout the

military, business, and education for training and learning development (Greene, 1960;

O’Brien et al., 2014). In the 1970s, however, a group of people put together a game that took

aspects of the military strategy games and combined them with the art of high fantasy to

create a new genre of games called RPGs (Witwer, 2015). These started as games a small

group of people would play using polyhedral dice, pencils, and paper to keep track of health,

hit points, etc. As technology advanced, these pen-and-paper games became the basis for the

MMORPG genre of the computerized era (Yee, 2007).

Where Chainmail and Dungeons & Dragons began, games such as Ultima Online,

EverQuest, and World of Warcraft picked up and deepened the immersive experience.

17
Businesses adapted to the technology of these computerized RPGs and moved forward

without considering the impact that a colocated (or pen and paper) game could have on their

employees. Many computer games are considered sandbox games in that there are not very

many ways to solve a quest or puzzle. With a TRPG, players have unlimited choices and

often find that they need to adjust their plans on the spot during their battles. In the present

study, the researcher collected a list of skills each participant wanted to develop for their

personal and potential career growth and then explored participants’ thoughts on their

abilities to grasp the skills and transfer them into their day-to-day lives.

Using games for training and planning can be traced back to before modern times

(Greene, 1960; O’Brien et al., 2014). Subsequent chapters in the present study contain

examinations of the history of serious games for training purposes and discussions of the

history of Dungeons & Dragons, the RPG upon which modern MMORPGs are based. By

understanding the history of gaming and RPG, the researcher demonstrated the effectiveness

of using games—including role-playing—for training purposes in a business and leadership

context.

The study structure itself, an exploratory case study, was examined in the context of

the academic literature in the field of applied gaming. The methodology was also further

delineated and defined in the context of the study, complete with the research questions and

justifications of them. Further, the study itself was analyzed for validity and weaknesses, and

the researcher addressed the study assumptions, limitations, and delimitations. Further

explanation of the study purpose and aims also addressed the research gap discussed in

Chapter II.

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CHAPTER II: LITERATURE REVIEW

This chapter reflects the foundational research that established the need for the

present study. Gaps in the current literature are identified, and the foundational theories upon

which the present study was built are provided. The comprehensive literature review adds

validity to scholarly works by demonstrating the analysis and synthesis of existing theories

and the applying previous results to the area of focus. Information is provided on how the

research was conducted, including key words searched. Following this is a comprehensive

literature review that focuses on the role of training in businesses, active engagement, adult

education, game theory, and serious games for training purposes.

Psychology developed as a science approximately 150 years ago. Along with it came

the area of industrial and organizational (I/O) psychology. As technologies advanced, so did

their use in business, and, by necessity, the field of I/O psychology progressed with them.

The 1950s saw the development of computing technology, and several I/O

psychologists began exploring how these systems could be used for improving employees

(Shubik, 1968). They began developing simulation games and serious games to help train a

variety of tasks in individuals ranging from military troops to university-level business

students (Shubik, 1968). As technology advanced, so did the world of computer-based

games. Today, MMORPGs such as World of Warcraft are used for training in areas such as

team dynamics and critical thinking (Chang & Lin, 2013).

The following literature review is an exploration of topics related to leadership

development, critical thinking, skill transference, adult learning theory, and game theory.

There is also an overview of Dungeons & Dragons, one of the first tabletop RPG developed

and the basis for the development of virtual world games such as World of Warcraft. This

19
overview includes a discussion of theoretical and anecdotal applications of the game’s use to

various learning situations.

Search Strategy

Randolph (2009) created a chart delineating the process of a systematic literature

review. From asking the research questions to presenting findings, the literature review

provides a solid foundation and demonstration of the understanding of the body of research

already in existence (Boote & Beile, 2005; Randolph, 2009). Based on the rubrics provided

in Boote and Beile (2005) and Randolph, the subsequent sections delineate the search

strategy used for the present study.

Randolph (2009) broke the review process into five stages: problem formation, data

collection, data evaluation, analysis and interpretation, and public presentation. Within these

stages, four characteristics exist: research questions asked, primary function in review,

procedural differences that create variation in review conclusion, and sources of potential

invalidity in review conclusions. Using this information, many of the searches for literature

to review in this study were conducted by using key words, terms, and definitions, which

were part of the data collection stage. To determine relevancy, searches focused on methods

involving the exclusive use of RPGs, including virtual worlds, live action, and traditional.

Simulation and serious games were also considered to establish the history of using games

for training. The searches were limited to an approximate 10-year period, 2010–2020.

Because technology advances quickly, a 10-year period was foundational for establishing a

baseline and determining obsolete information.

To determine which documents constituted seminal works, sources cited in

dissertations and peer-reviewed literature, along with the main takeaways from the works,

20
were reviewed, resulting in identifying House (1971) and Gerstner and Day (1997) as

seminal works as both presented leadership theories still in practice and identified the

theories as based on previous research. Both House and Gerstner and Day were cited in

Mysirlaki and Paraskeva’s (2012) research on leadership in massively multiplayer online

games (MMOGs) or virtual teams. Penelope Brown and Stephen C. Levinson’s politeness

theory was cited in Chang and Lin (2013), which is the original study upon which the present

study was based.

Understanding a theory and knowing what the theory is called are two different

things. Asking Google Scholar the question, “Can you solve a problem by not actively

thinking about it?” with a date range of 2013–2018 yielded one result, which was a resource

on multiracial and monoracial identifying based on stereotypes/limited thought. A situation

in which people could think differently than what they normally do was created in the present

study. The same question on Google yielded a blog post on the website Psychology Today

on the study technique in which an individual actively disengages from a problem for a

designated amount of time, then returns and successfully progresses through the problem

(Rock, 2012). Because Psychology Today is not peer reviewed, however, these concepts

were then used to search for a study method called 20/10 via Google Scholar.

Kelley and Watson (2013) discussed intermittent periods of stimuli and no stimuli

they applied to long-term memory processes and education. Extrapolating from their study,

spending a limited amount of time (e.g., 20 min) focusing on a problem and breaking it

down, then walking away from the problem for a limited amount of time (e.g., 10 min) would

yield the most benefit in accomplishing tasks such as committing to memory training

initiatives developed during training sessions.

21
The University of Tennessee–Chattanooga’s Walker Center for Teaching and

Learning yielded a document regarding critical thinking (“Critical Thinking and Problem-

Solving,” n.d.), which spawned a search for the term critical thinking definition with date

ranges of 1990–1999, 2000–2009, 2010–2019, and 2020–current. The purpose of the

different date ranges was to establish seminal works. Several articles identified in this search

mentioned Wade (1995) in citations. The search yielded a total of five usable results.

Keywords and terms for searching articles included the following: skill transferability

factors training, critical thinking + hiring managers, human capital theory, game theory,

evolutionary game theory, leadership development + game theory, serious games, AR/VR for

training, MMORPGs + training, applied gaming, gamification, games for business, MMO

(massively multiplayer online) + leadership development, video game addiction, Dungeons

& Dragons history, Dungeons & Dragons evil, and TRPG and business.

This literature review covers the historic use of games for business and leadership

development, going back to the 1950s, when the first business games were developed (see

Shubik, 1968). More modern theories on leadership development appeared to have begun

with a study by House (1971) discussing the path goal theory for creating better leaders.

Others built on that foundational theory until the theories stated in Day et al. (2014), which

sought to separate the leader from leadership.

Because of the informative aspect of this research, the review includes an extensive

review of older articles, dating back to the 1950s. To determine articles to review, the focus

was on computer technology and computer games, when computer games were introduced as

part of business training, how the games developed and their purpose, and when the nature of

computers games and applied gaming shifted from simulation to other forms of gaming. The

22
articles used in this portion of the literature review are scholarly articles retrieved from

reputable journals published in the United States. There were no scholarly articles found on

Dungeons & Dragons in the context of business use; therefore, a limited number of resources

detailing its history and development were used.

Articles in the supportive theory category were limited to English-language peer-

reviewed journal publications and scholarly journals dating to 2010. Technology has

changed in the past 10 years, but the theories on which this research was based have not. The

range, therefore, encompasses newer theories of motivation and contrasts other established

theories with recently emerging ones. In total, 139 references were used in preparing this

document.

History of Applied Computer Gaming

It is appropriate to begin this comprehensive literature review with an historic

overview of the field of applied computer gaming. The first programable computer, the Z1,

was created in 1936 by Konrad Zuse; Alan Turing also proposed his Turing machine in that

year (Computer Hope, 2022). IBM introduced its first commercial scientific computer, the

701, in April 1953 (Computer Hope, 2022). These dates are germane to the study of applied

games because journal articles regarding the effectiveness of computer-based simulation

games for different training purposes began appearing as early as the late 1950s and early

1960s (Guetzkow, 1959; Shubik, 1960).

As technology improved, so did the games associated with each era. From Pong in

the 1980s to Overwatch, released in 2016, video games developed at a rapid rate. The

research done with them developed at a similar pace. To provide continuity and relevance to

the present study, there are discussions of key leadership development theories and critical

23
thinking, transference of skills, adult learning theories, and game theory. To fully understand

the tool used in this study, there is also a discussion of Dungeons & Dragons, mostly

reflecting material from authorized publications from Wizards of the Coast, the game’s

makers and distributors. Finally, the background of the field of applied gaming is discussed

in the context of industrial and organizational psychology to address the gap in the research

that informed this study.

Leadership Development

Leadership theory seeks to determine the answer to the question of what makes a

better leader (Mysirlaki & Paraskeva, 2012). In 1971, House suggested that the path–goal

theory would make a better leader. In 1997, Gerstner and Day suggested the leader–member

exchange theory would advance leadership development (Day et al., 2014). Day noted a

distinction between developing leaders and developing leadership. The first focuses on

development of individuals, whereas the latter focuses on development of the process of

development (Day et al., 2014).

Day et al. (2014) also asserted that the focus in the existing literature tends to link

personality and behavioral development with leadership. People who are predispositioned to

strive toward leadership will then be leaders, and behavioral adjustments can be made with

short training sessions to correct or improve behaviors (Day et al., 2014). Further, Day et al.

stated that these training interventions focus on proven approaches to solving known

problems. Unfortunately, however, in the changing business world, the problems tend to be

more complex and vaguely defined, which causes traditional short training interventions to

be less effective (Day et al., 2014; Mysirlaki & Paraskeva, 2012).

24
The dynamics of leadership involve multiple levels that can produce top-down and

bottom-up outcomes at various levels of analysis (Dinh et al., 2014; Yammarino & Danserau,

2011). Dinh et al. (2014) argued that leaders can guide the behavior of groups by

establishing ethical (or unethical) norms and modeling behavior, good or bad. However,

leaders can also affect intrapersonal constructs, which allow individuals to adapt their

behavioral response in varying situations (Lord et al., 2011), creating an even more complex

and dynamic form of leadership.

Intrapersonal and interpersonal skills are both necessary in a leadership role (Lord et

al., 2011; Yan, 2014). Some skills are considered universally desirable across almost all

professions (Yan, 2014). In fact, researchers have noted that soft skills such as analysis,

critique, synthesis, and multilayered communications are weighted more heavily than hard

skills, which are job-specific skills (Yan, 2014). Specific soft skills, such as critical thinking

or creative problem-solving, can be learned through experiential games (T. Brown, 2011;

Yan, 2014).

The Sloan leadership model developed by Ancona et al. (2007) identifies four key

capabilities for leaders in a global setting: sensemaking, relating, visioning, and inventing.

Complex online games include skills reflected in the Sloan model (T. Brown, 2011). In an

online game, leadership is not a permanent position; as such, there are many opportunities

that present for players to lead. Team-up groups determine the team leader by experience

playing, skills required, and abilities the players possess; guild leaders support their players’

development via multiteam events (T. Brown, 2011). Those who play online games have an

expectation of trial and error, of understanding they can attempt and fail without serious

repercussions (T. Brown, 2011; Vella et al., 2020).

25
Nelson (2016) identified the game cycle of user judgment: User judgment affects user

behavior, which then impacts game feedback. Game feedback then affects user judgment.

User judgment has been discussed as both a motivational tool (Garris et al., 2002) and

training development tool (T. Brown, 2011).

Lee et al. (2018) discussed the transferability of leadership training through using

MMORPGs via mediation after the training. Similar results occurring in tabletop situations

were hypothesized for the present study. Because role-playing has been used successfully in

businesses for years (P. Brown & Levinson, 1987; Rodriguez & Boyer, 2018; Rudra et al.,

2011), and understanding how MMORPGs have demonstrated a viability as a leadership

training tool (T. Brown, 2011; Chang & Lin, 2013; Dell’Aquila et al., 2017; Lee et al., 2018;

Nelson, 2016), a hypothesis in the present study was that TRPGs would have the same

viability with transferable leadership skills as MMORPGs.

Levine and Moreland (1991) discussed several factors of team dynamics, including

that of shared cognition. Hesse et al. (2015) stated that shared cognition was integral to

collaborative problem-solving. The leader, therefore, is tasked with facilitating a situation in

which all members can contribute collaboratively to the problem at hand.

The culture of a group or team can play a role in the leader’s effectiveness (Levine &

Moreland, 1991). The leader must be aware of a team’s customs, including their routines,

accounts, jargon, rituals, and symbols. Team members will develop routines for their

everyday procedures. As an example, Zurcher et al. (1966) noted that a team of sorority

kitchen and dining room workers created elaborate comedy bits to help alleviate boredom

and pass their time.

26
Teams that are dynamic face rapid changes and can therefore experience changes in

emergent leadership over the course of a project (Curral et al., 2017). Complexity leadership

theory views leadership as an emergent collective process that results from an interaction of

administration, adaptability, and enabling (Curral et al., 2017). Sousa and Rocha (2019)

identified game-based learning (GBL) as a tool in which primary skills developed in an

emergent leadership capacity with a dynamic team are motivation, facilitation, coaching,

mindset changing, and communication. Curral et al. (2017) noted that complexity leadership

theory relies on communication.

Whereas there are ways to use verbal and written communication in an online setting

for various virtual worlds, Dungeons & Dragons relies on the need for verbal communication

and deep social interaction (Witwer, 2015). Nonverbal communication is integral to the

success and failure of a team of players (Bailenson & Yee, 2007). In addition to nonverbal

communication is the need for collaborative problem-solving (Hesse et al., 2015), which is

addressed in the next section. Chapter III, the methodology chapter, outlines how the issue

of nonverbal communication was adapted for and addressed in the present study via using

technology to comply with state-mandated shelter-in-place orders during the global COVID-

19 pandemic.

Critical Thinking

Critical thinking is a leadership skill prized by many hiring managers (Davidson,

2016). The term critical thinking relates to three different approaches to definition, each with

a different focus (Desai et al., 2016). The philosophical approach focuses on the qualities

and characteristics of critical thinking, rather than the behaviors (Lai, 2011).

27
In Pearl et al. (2019), the qualities and characteristics of critical thinking are the

general umbrella category for the concept of critical thinking. Pearl et al. determined five

main categories for conceptualizing critical thinking: “being systematic, having strong

business sense, considering multiple solutions, considering implications, and identifying

problems and potential solutions” (p. 116). Lai (2011) stated that the psychological approach

focuses on actual thought, rather than the process of thinking, as well as on defining critical

thinking by behavior and actions, which would fall under the Pearl et al. categories of being

systematic, problem/solution identification, and consideration of implications. Finally, the

implementation of the educational approach described by Kennedy et al. (1991) seeks to

apply Bloom’s taxonomy’s three highest orders—analysis, synthesis, and evaluation—as the

representation of critical thinking, aligning with the same three categories of being

systematic, problem/solution identification, and consideration of implications.

Critical thinking has been encouraged in students since before the common age

(Natale & Ricci, 2006). Greek philosophers encouraged their students to explore concepts

and ideas and question and analyze what they were told (Desai et al., 2016; Natale & Ricci,

2006). Johnson and Hamby (2015) noted an overabundance of problematic definitions of

critical thinking. Natale and Ricci (2006) defined critical thinking as the ability to explore

and investigate the assumptions, biases, and decisions of others, regardless of who the

individual is and what position they hold in society.

In a review of Fisher and Scriven’s 1997 book, Critical Thinking: Its Definition and

Assessment, de Glopper (2002) noted that Fisher and Scriven defined critical thinking as “the

‘skilled, active interpretation and evaluation of observations, communications, information,

and argumentation’” (p. 247). In the definitions listed here, as well as in other definitions

28
found in the literature, the key components of critical thinking hinge on the concept of active

evaluation. As such, there are eight characteristics of critical thinking: asking questions,

defining a problem, examining evidence, analyzing assumptions and biases, avoiding

emotional reasoning, avoiding oversimplification, considering other interpretations, and

tolerating ambiguity.

Hesse et al. (2015) discussed the differences between collaborative problem-solving

and cooperative problem-solving. Collaborative problem-solving employs the full use of

social skills, but cooperative problem-solving requires that participants simply divide the task

among themselves. Hesse et al. also noted that collaborative problem-solving requires a

shared mindset, plan, and goal for the problem.

According to Witwer (2015), games such as Dungeons & Dragons rely on

collaborative problem-solving to be successful. Though no longer a primary focus in the

present study, this information was retained in the literature review to help expand the body

of knowledge in applied gaming for critical thinking and leadership development. Rather

than exploring these key aspects, the present study focus was instead on the participants’

perceptions of their transference of these and other skills from a game setting to their home,

work, or school lives.

Transference

Transference is a nuanced and extensively researched topic. Transference of skills

from training has evolved into an important topic in human resource development (Blume et

al., 2010; Huang et al., 2017; Jeung et al., 2011). Baldwin and Ford (1988) defined positive

training transfer as “the degree to which trainees effectively apply the knowledge, skills, and

attitudes gained in a training context to the job” (p. 63). Blume et al. (2010) noted that

29
training transferability included the maintenance, use, and generalization of skills,

knowledge, and attitudes learned to aid in effective employee output. Baldwin and Ford

further developed a model for the process of training transference, which was described in

terms of training input factors, training outcome factors, and conditions of transfer (Hurt,

2015). Hurt (2015) and Huang et al. (2017) asserted that the problem in the training industry

is the lack of ability for organizations to assist employees in transferring the newly learned

skills from training.

Huang et al. (2017) further divided transference into near transference and far

transference. Applying the training to the next day’s procedures (temporal proximity) or

having a work environment that is similar to that of the training environment (physical

similarity) fall into the category of near transference; far transference, therefore, would be

application to a more future situation or a more distinct work environment (Blume et al.,

2010; Huang et al., 2017). Blume et al. (2010) also discussed the difference between

acquiring a skill that encompasses a broad set of situations in a similar context of complexity

as the training (lateral transfer) and how an acquired skill affects the acquisition of more

complex, but related, skills (vertical transfer).

Blume et al. (2010, 2017) and Huang et al. (2017) also discussed closed skills, or the

reproduction of a procedure to complete a task, and open skills, or the ability to accomplish

the task using a general principle. Open skills have a higher degree of predictor-transfer

relationships. This higher degree is likely due to other contextual situations such as

motivation, work environment, supervisory support, etc. (Blume et al., 2010, 2017; Huang et

al., 2017).

30
Research, particularly on the use of applied gaming or gamification skill transference,

has yielded mixed results. Adams et al. (2016) explored the benefits of using the game

Portal in a short duration to improve cognitive readiness for studying physics. Taking their

study idea from Shute et al.’s (2015) study, which had demonstrable results in cognitive

function for participants who played Portal 2 for 8 hr, Adams et al. found that an hour of

exposure to Portal did not significantly affect the cognitive abilities of participants to prepare

for a lesson on physics.

However, the limited exposure in Adams et al. (2016) may be inadequate for any sort

of skills training. According to Josh Kaufman, author of The Personal MBA: Master the Art

of Business, a person needs roughly 20 hr of training to develop a skill (Schawbel, 2013). In

Adams et al., only 1 hr was dedicated to improving cognitive focus via Portal, a game that

uses spatial manipulation and critical thinking to solve problems. Upon completion of the

hour of game time, the participants were then taught a physics lesson but were unable to

grasp the higher-level concepts. Adams et al. determined that the length of time was

inadequate, but no research indicating the minimum amount of time required in a game for

transference to occur existed at that time. Following Kaufman’s advice, the present study’s

researcher determined to adhere to the roughly 20 hr to train a skill from never used to

adequate by selecting five scenarios that ran up to 4 hr each.

Other fields have found skill transference to be adequate when using simulations and

video games, such as in the computer networking field (Marquardson & Gomillion, 2019),

nursing (Pront et al., 2018), and education (Navarro-Remesal, 2017; Ouellette et al., 2019).

Length of time spent exposed to the game and the concepts and skills required for the game

appear to be the key component in this research.

31
The present study’s focus was on exploring the extent to which participants felt they

could transfer the skills they developed and learned in game scenarios into their personal,

social, and work lives. The intent was to follow the thought and emotional processes of the

participants in their daily lives on a week-by-week basis through interviews and journal

entries. To synthesize the focus and purpose, open skill transfer in a vertical transfer

environment was used, selecting skills the participants wished to develop, placing these skills

in a fictional game environment, and allowing them to explore their own ability and

ingenuity for transfer, reflecting research in Blume et al. (2017) and Huang et al. (2017).

Adult Learning Theory

Employability is defined as the ability for a person to qualify for, acquire, and retain a

job and qualify for lateral or upward mobility in the internal or external job market

(McPherson & Wang, 2014; Raemdonck et al., 2012; Yan, 2014). Societies, especially

European societies, are noticing significant demographics shifts as younger generations have

fewer children but life expectancy increases, resulting in an increase in an older employable

population (Franz & Scheunpflug, 2016; Raemdonck et al., 2012). McPherson and Wang

(2014) also noted that access to certain workplace training opportunities is partially related to

the social context of the supervisor–employee relationship, which can be affected by other

perceptions, including socioeconomic status. Lundvall et al. (2008) noted that business

leaders assume employees with prior higher education are better equipped to engage in

learning. Therefore, low-qualified employees, those without formal education, tend to

receive workplace learning opportunities such as new hire orientation and job-specific and

safety training (McPherson & Wang, 2014). Fewer opportunities for educational

development can adversely affect the organizational productivity, especially in areas with a

32
large generational gap, as seen in many European countries (Franz & Scheunpflug, 2016;

Raemdonck et al., 2012).

It is important to engage older employees, as well as those who lack prior formal

education. Kenner and Weinerman (2011) discussed the applicability of tacit theory and

informal theory as they related to adult learners (25 to 50 years of age) in an undergraduate

setting. According to Kenner and Weinerman, tacit theory states that adult learners acquire

their higher level thinking skills from peers, teachers, and the local culture; the skills are

likely to be deeply ingrained into them, making it difficult to change. The provided example

of tacit theory was that of a fictional adult college student named Alexis who had started

work in a manufacturing plant out of high school (Kenner & Weinerman, 2011). The plant

shut down during the economic crisis, and Alexis decided to return to college to improve her

opportunities. However, upon arrival, she realized she lacked the skills with which to learn

the information. Tacit theory would indicate that Alexis’s previous ways of learning via rote

memory were not appropriate for classes that required critical thinking and arriving at her

own conclusions.

Kenner and Weinerman (2011) also noted that adults who appeared to be successful

in their communities were likely to have patterned their behaviors after other successful

community members or members in their peer group. Informal theory states that adult

learners possess a rudimentary concept of the high-level skills and have a distinct thought

process regarding how to use them. Much of the development of these skills is done

informally through peer groups at work and can be seen in the advancement of employees

who work in blue collar and trade jobs (Kenner & Weinerman, 2011).

33
Self-directed learning emerged around 1970, along with andragogy, as a model for

teaching adult learners (Merriam, 2001). Both models, however, hyperfocus on the

individual learner to the point of ignoring the sociohistorical context of the learner. As time

progressed, more focus and attention were placed on the learning context (Merriam, 2008).

Merriam (2008) also noted that the understanding of adult learning has shifted from a purely

cognitive process to a more multidimensional process: For the brain to make meaningful

connections, the learning needs to be associated with a physical, embodied experience

(Taylor & Lamoreaux, 2008).

Interestingly, Urval et al. (2014) identified that traditional instructional methods in

medicine involving lecture with slide presentation and practical labs failed to address the

needs of preadult undergraduate students who identified as multimodal in their learning

styles. If preadult learners seem to learn best from more holistic approaches to their

education (e.g., multimodal instruction), then adult learners should also benefit from a more

integrated approach to their learning (Merriam, 2008; Urval et al., 2014).

Game Theory

Gao et al. (2018) defined game theory as “a mathematical framework for the analysis

of the decision-making of multiple self-interested agents, whose choices will lead to mutual

effects on each other’s payoffs” (p. 241). In Gao et al., a risk-assessment game was

established between a chemical company and an insurance company. The more the two

agents worked together to minimize environmental risks, the better the payoff for both

parties. Marden and Shamma (2017) defined game theory as the study of mathematical

models of cooperation and conflict between rational agents or decision makers. Combining

these definitions, game theory was defined for the present study as a mathematical

34
framework from which science can analyze the decision-making processes of multiple parties

whose choices are interdependent upon each other (Gao et al., 2018; Marden & Shamma,

2017).

Game theory was originally conceptualized by Cournot in the 1830s (Samuelson,

2016). Classical game theory does not resemble the evolutionary game theory currently

employed by economists and some social scientists (Newton, 2018; Samuelson, 2016).

Samuelson (2016) and Newton (2018) delineated the Nash equilibrium subset of the Cournot

model (Nash, 1950); however, Newton further defined it to become the evolutionary Nash

program, which linked evolutionary game theory and cooperative game theory.

Newton (2018) detailed the mathematical equations behind several coexisting

models; however, the present study’s researcher’s understanding of his mathematics is

limited. Synthesizing from Newton, with assistance from Hwang et al. (2018), the

evolutionary Nash program relies on social contracts between two or more players in which

there is zero payoff for miscoordination and a payoff for an efficient execution of a

bargaining contract that considers the highest wealth and the lowest wealth of a coalition.

Many MMORPGs are developed based on the Nash equilibria (Wooders et al., 2003),

however, this fails to take under consideration the human factor. Lofgren and Fefferman

(2007) studied the human factor in the cooperative virtual game World of Warcraft when a

software update for the game created a bug in which a full-blown epidemic spawned,

creating one of the best real-time human factor mapping studies regarding epidemiology

(Ahmad et al., 2014; Girish, 2019; Oultram, 2013). The blending of cooperative game theory

with evolutionary game theory, therefore, does account for the human factor in transactions.

However, Braun et al. (2016) explained the theory better by simply stating that the behaviors

35
of one agent depend on the behaviors of the other(s). As seen in Lofren and Fefferman

(2007) and Girish (2019), players in World of Warcraft unwittingly spread the Corrupted

Blood plague to others out of seemingly altruistic motives (e.g., healing dying players) or

through baiting other players and intentionally infecting them (e.g., infecting nonplaying

characters who cannot die—the only way to stop the spread of the plague).

Games provide many benefits for education and training (Sousa & Rocha, 2019).

GBL has provided evidence shown to be effective across various fields such as health care,

education, and military. Wright et al. (2020) used GBL in an application of Dungeons &

Dragons for morality training, Sousa and Rocha (2019) sought to use GBL for improving

leadership skills, and Staňková et al. (2019) chose to study GBL to optimize cancer

treatments.

Part of what makes GBL an effective learning and training tool is the participant’s

ability to fail with only minor consequences to them personally and socially (Sousa & Rocha,

2019). Staňková et al. (2019) determined that GBL was the best way to train oncologists

how to treat mutating cancer cells, stating that “[c]ancer therapy is a Stackelberg game”

(para. 32). RPGs, as a specific GBL tool, have been found to support development of various

social skills and also to support moral integrity and provide a safe space for exploring

choices (Wright et al., 2020).

Lippitt (1953) defined role-playing as an action method of both teaching and learning

and described the activity as fun at any age. A proponent of role-play in the nursing field,

Lippitt sought direct application of the role-play to the situation (e.g., a patient preparing for

surgery). RPGs as discussed in the present study were not available prior to the late 1960s.

However, the practice between the role-plays discussed in Lippitt and the RPGs discussed in

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this study are similar. Historically, role-play and GBL have been go-to methods for training

across various fields.

Historic Use of Applied Computer Gaming

Greene (1960) described business games as tools for diagnosing business problems,

rather than optimization tools. At the time Greene’s article was published, computerized

games were already being used in collegiate settings for teaching business students executive

level skills (Green, 1960; Shubik, 1968). McRaith and Goeldner (1962) noted that most

games of the time designed to train leadership skills ignored functional leadership. Instead,

most games focused on the lower management categories. By 1963, business games used in

university training programs for leadership development had become extremely popular

(Klasson, 1964). Of 107 universities surveyed, 64 of the 90 respondents verified using

business games, to some extent, in their business programs (Klasson, 1964). According to

Klasson (1964), two of the responding schools began using games in 1956, which is when

the first computerized simulations were developed.

In the 1960s, retail management games seemed to be the focus of several articles

(Greene, 1960; McRaith & Goeldner, 1962; Schellenberger, 1965). These games were

designed to help new managers adapt in an ever-changing business environment

(Schellenberger, 1965). Schellenberger (1965) included a one-page paper and pencil game to

demonstrate the ease with which management games could be created and used.

Computerized games complete the mathematical calculations for the player; the game given

in Schellenberger included formulae that players needed to calculate on their own. Pen and

paper simulations, particularly in the military, had been in use since approximately the mid-

37
1800s (Schellenberger, 1965); the development of computerized simulations served to

progress training and technology (McRaith & Goeldner, 1962).

Faria (1976) argued that the purpose of a business simulation game is to provide a

way for business students to see the effects of their decisions in a dynamic environment. The

computerized simulations from the middle of the 20th century provided a way for students

and leadership alike to develop their decision-making abilities in an ever-changing business

world. Greene (1960) described games for business as having four distinct characteristics:

rules, structure, competition, and feedback. Wolfe (1975) found that business simulations,

however, were only as effective as the team participants formed. McKenney and Dill (1966)

determined that dissatisfaction with poor results during simulation games resulted in a

reduced effort, which in turn created even poorer performance and lower satisfaction by the

simulation’s end.

Simulations were still a fashionable way to train leadership and business skills during

the 1960s and 1970s. Faria (1976) identified three well-known businesses––General

Electric, United Airlines, and Johnson & Johnson––who used applied gaming to train their

employees. By the 1980s, simulation games for leadership training were commonplace

enough that they fed into pop culture in the form of Star Trek II: Wrath of Kahn, where

viewers were introduced to the Kobayashi Maru scenario (Bennett et al., 1981).

The Kobayashi Maru scenario is also known as a no-win scenario. In the movie,

Starfleet Academy cadets in the leadership track must play through a scenario in which the

Kobayashi Maru, a civilian ship, has entered Klingon neutral one airspace and become

disabled. A Starfleet ship entering the Klingon neutral one would create an interstellar

incident; therefore, the cadet must decide whether to attempt the rescue, endangering their

38
own ship and lives, or ignore the distress calls and leave the Kobayashi Maru to suffer its fate

at the hands of the Klingons (Bennett et al., 1981). The purpose of this scenario was to test

the character of the future Starfleet captains. No-win scenarios have become popular ways of

testing business ethics in several different areas of business (Dunlap & Lowenthal, 2010;

O’Brien et al., 2014).

Console video games started becoming more popular toward the end of the 1970s and

the beginning of the 1980s. Gibb et al. (1983) discussed behavior and personality issues

claimed by those who desired legislation to restrict access to video games and arcades. After

comparing high and low users of video games by sex, Gibb et al. determined that there was

no evidence to support claims that video games encouraged anger, antisocial behaviors,

social isolation, or compulsivity. Chambers and Ascione (1987) determined that aggressive

video games did not necessarily trigger aggressive behavior; however, they also noted

several factors that could have potentially skewed the findings, including negative emotions

that could suppress prosocial behaviors (e.g., frustration).

Worth noting is the fact that literature in the 1980s seemed to take a rather abrupt

term to focusing on potential negative outcomes of video games (Ellis, 1984; Shenkman,

1985; Soper & Miller, 1983) rather than on using the newer technologies for the benefit of

education and training. Speculating on the abrupt change in tone toward demonizing

electronic entertainment, the effect would be to convince conservative parents that electronic

forms of entertainment were evil and “stimulate neither reasoning nor the imagination”

(Shenkman, 1985, p. 27). It is during the 1980s that the negative stereotype of the gamer

seems to have been established (Kowert et al., 2014; Williams, 2005).

39
The 1990s saw the rise of a new type of game: MMOGs (Doyle, 1999). Games such

as EverQuest, Asheron’s Call, and Ultima Online were being developed that allowed

interaction on a global scale. Specifically, these three games are MMORPGs, which allow

players to take on a role and act as that character would act in any given situation. However,

not everyone who played these games had the ability to act as their character would.

Multiuser Dungeons or multiuser dimensions (MUDs) were also popular games during the

1990s. These games were text based rather than graphics based and echoed some of the early

1980s simulation games and TRPGs.

Doyle argued for combining MUDs with MMORPGs to provide a better user

experience. The reasoning was that players who are engaged and able to make choices based

on how their character would behave will foster a better social environment, which would

have numerous applications, including use as a training tool for social situations (deWinter et

al., 1999; Doyle, 1999). These MUDs and MMORPGs of the 1990s paved the way for the

development of titles that are still widely played, including Blizzard Entertainment’s World

of Warcraft, released in 2004.

Yee (2007) discussed player use of self-representation in the form of the avatars

created for the games. Deindividuation occurs in online settings, such as MMORPGs,

because of the anonymity provided by the virtual world. Thus, players take social cues from

others’ perceptions of their avatars. In World of Warcraft, if a person chooses to play a

gnome, other players expect the gnome to speak childishly and quickly while discussing

robotics and gadgets. If a person chooses to play a dwarf, other players will anticipate the

character to, essentially, be Scottish. Kaufmann et al. (2014), as well as Kirschner and

Williams (2014) discussed the extent to which cultural awareness and social networking

40
could be accomplished via virtual world settings, including MMORPGs. Thomassen (2014)

analyzed the use of the MMOG Second Life to establish real-world-like scenarios in which

soldiers could learn cultural awareness and sensitivity in a controlled and safe environment.

Storti (2009) advocated for using virtual teams in cultural diversity training, for which

Kirschner and Williams and Thomassen advocated and demonstrated positive correlations.

For 60 years, researchers have studied the use of computer-aided gaming in the form

of simulations, video games, and MMORPGs for improving soft skills (Bailenson & Yee,

2007; Granic et al., 2014; Lim & Harrell, n.d.; Shute et al., 2015). These games provide a

semisafe environment with anonymity and the ability to be or say anything (Yee, 2007).

Little, if any, scholarly information was found, however, on the dynamic of TRPGs such as

Dungeons & Dragons in which players are forced to use their imaginations and can see and

physically interact with their fellow players. To provide an effective correlation between

MMORPGs and TRPGs, an overview of TRPG history is required.

History of Dungeons & Dragons

The following discussion relies heavily on two primary sources for historic

information. These sources are the only ones currently in print that are authorized by

Wizards of the Coast as factual and accurate sources of information about Dungeons &

Dragons and its creator, Gary Gygax.

Dungeons & Dragons

In 1974, the first Dungeons & Dragons RPG was published by Tactical Studies Rules

(TSR), the publishing company created by Gygax, author of Dungeons & Dragons. Prior to

writing the rules for Dungeons & Dragons, Gygax worked as an insurance underwriter and

wargame hobbyist (Witwer, 2015). Gygax and his friends took the concept of the wargame

41
simulators used by the military and created a set of rules in which players could control

armies and recreate historic battles, sometimes with different outcomes than the actual wars

(Witwer, 2015).

During the 1960s, simulation games were played via computers (Greene, 1960;

Klasson, 1964). The programs used for the simulators, according to Klasson (1964),

consisted of computations and quick ways to communicate with team members. Gygax,

however, wanted to play these wargames face to face (Witwer, 2015). He started a get

together in 1968 in the Lake Geneva Horticultural Hall in Lake Geneva, Wisconsin. This get

together was called the Lake Geneva Wargames Convention, or GenCon, for short (Witwer,

2015). GenCon is currently in its 55th year of operation and has grown from the 30 people it

started with to over 10,000 people.

In 1971, Gygax was asked to edit the rulebook being developed by Guidon Games for

the game Chainmail. Gygax had coauthored the rulebook’s 60+ pages and was happy to

supply more detail on combat rounds and create the first-ever hero in a wargame (Witwer,

2015). Up until 1971, wargames were played with armies; in the update to Chainmail,

Gygax had allowed for individuals to fight in battles. Another feature of Chainmail that

helped to pave the way for the eventual creation and publication of Dungeons & Dragons

was the 14-page supplemental material at the back of the ruleset for Chainmail. It provided a

very loose framework for magic use and creatures based on J.R.R. Tolkien’s Lord of the

Rings series.

The new rules also allowed for players to recreate Tolkien battles such as the famous

Battle of the Five Armies from The Hobbit. The appeal of the medieval fantasy wargames

addition helped to generate the ideas for what would become Dungeons & Dragons. Much

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of the information available from the early days of Dungeons & Dragons comes from Witwer

(2015) and Peterson (2012) because they were personal friends of Gygax. As such, they are

the two who have written the most recent authorized books regarding TSR/Wizards of the

Coast and Gygax.

The d20 System

Witwer (2015) discussed the development of the polyhedral dice system. Originally

looking for a better way to determine outcomes in the wargames, Gygax looked to

icosahedral dice, a 20-sided polyhedral, to provide a 5% chance on potential outcomes. Once

he had a sustainable way to generate the possible outcomes, in the form of the icosahedron

dice, he was able to simplify the combat system and game mechanics for Dungeons &

Dragons as well as provide the foundational system for all RPGs—traditional and MMOGs

alike—that were based on the d20 System.

The d20 System was simple enough for children to understand and use, and the

reception of the play tests between 1972 and 1973 provided excellent feedback (Witwer,

2015). Unfortunately, in the early 1970s, the U.S. economy was in a disastrous state, having

just come out of the Vietnam War and still trying to fight the Cold War with the Russians.

Wargame sales were declining, and the two major wargame publishers, Avalon Hill and

Guidon Games, were not unaffected by that decline. Eventually, Gygax would partner with

Don Kaye to form TSR and self-publish the 150-page ruleset for Dungeons & Dragons.

In 1982, TSR released its first video game products, including its computer version of

the boardgame Dungeon! However, 1983 saw the rise of negative gamer stereotypes

(Williams, 2014). Williams (2014) discussed the scapegoat theory of people assigning blame

to new media of the day to cope with their own guilt regarding parenting choices. The first

43
event that gave Dungeons & Dragons players a black mark was in 1979 when a 16-year-old

child prodigy went missing from his dorm room at Michigan State University (Allison, 2014;

Peterson, 2012). The student was eventually found in the tunnels under the university where

he had gone into hiding because of his well-documented mental illnesses and drug addiction.

He committed suicide in 1980, and the game Dungeons & Dragons was blamed for both his

disappearance and his death (Allison, 2014; Peterson, 2012).

Two years later, another high school-age student took his life due to depression for

not being able to fit in with his classmates; however, this student’s mother blamed Dungeons

& Dragons for his death, going as far as to try to sue the principal of the school as well as

TSR. Both court cases were dismissed, but the mother insisted that Dungeons & Dragons

was a wicked game that used real voodoo magic and curses and taught children how to

dabble in the occult (Allison, 2014). She set up the campaign Bothered About Dungeons &

Dragons (BADD) in 1983 and spent almost 10 years trying to convince anyone who would

listen to her that Dungeons & Dragons would cause impressionable youth to kill themselves

or each other (Allison, 2014; Peterson, 2012). The organization went as far as to seemingly

exonerate serious crimes by saying the perpetrators of the crimes were acting under the

influence of Dungeons & Dragons and that it was this singular cultural influence responsible

for the crimes, not the committers of the crimes (Peterson, 2012).

Most of the information surrounding Dungeons & Dragons is anecdotal, not

scientific. Rather than using science to debunk claims BADD made against the game, there

was an attempt to discredit BADD’s founder instead (Stackpole, 1990). Williams (2014)

addressed the issues of the early 1980s sociopolitical climate, noting that the conservative

Reagan administration was in its early rise to power in 1981 and 1982. The 1970s were

44
perceived to be a decadent and morally bankrupt era, and the Reagan administration built its

campaign on the irresponsibility of the single mothers, derogatorily termed welfare queens

(Gilens, 1999). The political agenda created a sort of guilt for the working mothers who

dared to leave the home to earn money for their family (Williams, 2014). Without the

perceived control over their children, the children could become truants and delinquents;

playing video games or gathering in small groups to play fantasy role playing games were

some of the worst things that could happen in conservative America (Williams, 2014).

Peterson (2012) pointed out that much of the controversy surrounding Dungeons &

Dragons came from a perceived inability to separate fantasy from reality. The first death

associated with Dungeons & Dragons, for example, was touted as a young man who had

blurred the lines between fantasy and reality and chose to live in a fantasy world rather than

the real world (Peterson, 2012). Other deaths would follow, all of which had a similar thread

of mental health issues, drug and alcohol abuse, or a combination of all of the above—

including the highly publicized murder of Lieth von Stein in 1988 (Berg, 1991).

Parker and Lepper (1992) determined that fantasy game settings were beneficial to

teaching complex skills such as computer programming languages. Anecdotal stories esteem

Dungeons & Dragons for teaching skills such as math, economics, resource management,

critical thinking, and problem-solving. Clements (2015) addressed the use of Dungeons &

Dragons, specifically, in the training of cultural awareness, stating, “[TRPGs] force players

to explore the ideas of self and other, to chart the space between, and to decide how much

space there really is” (p. 3). Because Dungeons & Dragons is a fantasy setting, race comes

in the form of various species, including human, elves, dwarves, orcs, half-elves, and others

(Clements, 2015; Witwer, 2015). Some stereotyping of these varied species occurs in the

45
game, making it an ideal way to discuss racism, classism, and other forms of prejudice and

bias (Clements, 2015).

Thumlert et al. (2018) discussed the possibility that MMORPGs were not actually

new training grounds for leaders and that leadership in the 21st century has instead evolved

from MMORPGs. Thumlert et al. and Hargreaves and O’Connor (2017) discussed the

changing nature of business and the evolution of the leadership role from one that required

presence to one that is more heterarchical, or distributed, or a leading from the middle. With

the onset of the COVID-19 global pandemic, businesses have had to change even further,

relying increasingly on remote work (Gardner & Matviak, 2020; Valet et al., 2020).

Business and science are in a unique position for exploring areas of training and

development to completely change the nature of business. Research on the use of serious

computer games and MMORPGs has been present since the mid-1950s (Shubik 1968);

before this, Cournot developed the classical game theory in the late 1830s for using games as

a training tool in business, specifically economics (Samuelson, 2016). Focus has indeed been

placed on creating serious games that reflect real-world situations; focus has also been placed

on using MMORPGs for several types of virtual leadership and physical recovery training.

As technology progresses, researchers continue to focus on alternate and virtual

reality games and how they can be used as resources for training (Kim et al., 2017; Ng et al.,

2019; Symonenko et al., 2020). Quantitative data have been collected and aggregated to

demonstrate transferability of skills from MMORPGs and alternate/virtual reality games;

however, there are few qualitative studies that involve an understanding of the participant’s

cognition when applying the skills to their daily life. How participants understand and apply

46
the skills they developed from a socially distanced tabletop RPG, the precursor to

MMORPGs, was explored in the present study.

Summary

Skill transference and the personal significance of being able to transfer skills from a

training—any training—to a work setting is not often studied in the social sciences.

Focusing on developing a solid set of soft skills (e.g., analysis, critique, synthesis,

communication, etc.) could have the positive effect of increased employee confidence and

desirability in the ever-changing job market (Yan, 2014). Being able to use tools that interest

adult learners—such as games—can assist employees in pursuing their own personal career

development opportunities that are sometimes not available via their employers (McPherson

& Wang, 2014).

Games such as World of Warcraft have a multigenerational appeal (Kurniawan,

2008). Because World of Warcraft is somewhat based on Dungeons & Dragons, individuals

can extrapolate a similar appeal. As Raemdonck et al. (2012) and Franz and Scheunpflug

(2016) noted, training across multiple generations—appealing to the older as well as the

younger—is of significance when training employees. Practitioners must be able to develop

engaging trainings that will appeal to all age groups.

By using a TRPG such as Dungeons & Dragons, the present study’s participants

might have richer interpersonal interactions, as described in Lord et al. (2011), despite the

need for social distancing. Many of the adventures involve collaborative problem-solving,

which employs interpersonal skills and critical thinking (Hesse et al., 2015; Witwer, 2015).

Using concepts in Blume et al. (2010, 2017) and Huang et al. (2017), the participants in the

47
present study explored their abilities to transfer select skills from the game setting into their

daily lives.

The focus on analog RPGs and the qualitative exploratory research in this study

bridged the gap in the scientific literature regarding the effectiveness of an analog system for

skills training and development. This study also added to the body of literature on skill

transference, providing insights from the participants’ perspectives of their understanding of

skill transference and their perception of how well they can transfer those skills in a vertical

environment, which will be discussed in detail in Chapter III. Further, this study added to the

body of scientific literature on the use of games as training tools, exploring the concept of

analog, open world games as a means for developing interpersonal skills as well as resource

and time management, critical thinking, and others, especially in the context of a socially

distant world due to the COVID-19 pandemic (Gardner & Matviak, 2020; Rushe, 2020;

Valet, 2020).

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CHAPTER III: METHODOLOGY

The following chapter is a detailed description of the steps and processes involved in

data collection and analysis for this study. This section provides the bridge for the research

gap by addressing the specific problem of exploring participants’ descriptions of their self-

perception of the transferability of specific skills to daily life via gamification.

Transferability was assessed through focused interviews and collected journals from the

study participants. Therefore, it was the participants’ perceptions of transferability that were

measured in this qualitative study.

Chapter III begins with a discussion on the selected methodology, the selection

process, and the justification for using exploratory case study methodology. This is followed

by sections on the researcher’s role, the study participants, data collection, and data analysis.

The chapter concludes with procedures to maintain trustworthiness and address ethical

concerns.

Methodology Selected

Educational research reflects three approaches: quantitative only, qualitative only,

and mixed methods (Castellan, 2010). The methodology choice stems from the questions

researchers want to answer. The purpose of quantitative research is to explain causation of

changes through objective analysis (Firestone, 1987). Qualitative researchers seek to

understand the changes from the perspective of the participants involved (Firestone, 1987).

The present study’s researcher selected qualitative methodology to explore how participants

were able to identify and express their abilities regarding skills learned and developed during

game play and transferring these skills from a TRPG setting into their personal, social, and

work lives.

49
Firestone (1987), Castellan (2010), and Eby et al. (2009) concurred that the

ontological and epistemological position, coupled with the researcher’s theoretical

perspective, is what defines approaches to research. The ontological position of naive

realism, meaning reality can be understood using appropriate methods (Moon & Blackman,

2014), was taken in the present study. The study’s epistemological position was

subjectivism, in which meaning exists with the subject and the subject imposes meaning on

an object. Finally, the theoretical perspective most closely aligned with a combination of

postpositivism, the perspective that multiple methods are necessary to identify a valid belief

because all methods are imperfect, and pragmatism, which is the perspective that all

necessary approaches should be used.

Based purely on the ontological and epistemological positions and the researcher’s

theoretical perspective, this study should have been a mixed methods study. However, as

stated in Firestone (1987) and Castellan (2010), the questions drive the research method. In

the present study’s case, the context also drove the research method.

Because of the limitations discussed in Chapter I regarding shelter-in-place orders

and compliance with social distancing recommendations during COVID-19, the present

study’s original format was no longer a viable option. Therefore, the focus shifted to the

basic question regarding transferability of skills and on how the study participants felt they

felt the training initiative helped or did not help them address specific skills. As further

justification for this study approach, Yin (2009) defined case study as an empirical enquiry

that investigates a contemporary phenomenon in-depth in its real-life context. The

phenomenon in this setting was that of skill transference, the real-life context being that of

transference from a TRPG. The research questions reflected how participants felt and

50
perceived their experiences and provided opportunities to explore deeper, meaningful

insights into their own situations.

Role of the Researcher

In qualitative studies, the researcher’s key role is that of observer (Smit &

Onwuegbuzie, 2018). Robey and Taylor (2018) laid the groundwork to establish the concept

of the practitioner–scholar in which the observer is both a student of scientific rigor and a

practitioner of pragmatic necessity. The practitioner–scholar uses scientific rigor to resolve

research questions but also seeks to solve the problems with implementable solutions.

Smit and Onwuegbuzie (2018) noted that observations rely on the ability of the

researcher, which is typically filtered by researcher bias and the lens of what is familiar. To

minimize researcher bias in the present study, methods triangulation was used in the form of

participant journal prompts, participant interviews, and researcher observations, thereby

acting in the role of direct observer, following three observational procedures described in

Smit and Onwuegbuzie:

• descriptive observation––observation of everything, taking nothing for granted

• focused observation––observation focused on well-defined entities for

observation

• selective observation––observation focused on specific general entities

During the sessions, the researcher made notes in a reflexive journal regarding

interactions by participants or situations that arose during the session and how the

participants handled the situations. Four types of data were collected and triangulated to

achieve saturation: information from interviews, journal prompts, survey data, and the

researcher’s filed observations.

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Study Participants

The context for this study was framed in the lockdown environment of the COVID-19

pandemic, meaning that every aspect of the study was conducted online. Participants

interacted via their home computers or mobile devices using high-speed internet. The

general population was adults who had been employed prior to the pandemic but found

themselves furloughed or laid off at the onset of the COVID-19 lockdown. The specific

population was adults who were interested in playing Dungeons & Dragons who had fewer

than 3 years of experience playing the game. The study setting was the researcher’s home

office, via the tabletop simulator Roll20, with the addition of audio-only communications via

Zoom. Each participant logged into the sessions via their own home computer or mobile

device, which also required them to have a microphone and speakers.

Business professionals have used role-play to learn novel approaches to problems or

to practice specific skills (Dohaney et al., 2015; Harman et al., 2015). According to the

Bureau of Labor and Statistics (2020), despite the closure and shutdown of the U.S.

economy, as of May 2020, there were approximately 160,740,000 employed persons in the

United States. There are no data available to determine what percentage of the population

also play or have played Dungeons & Dragons. Obviously, it would be ill-advised for a

study of this capacity to set about to research even an appropriate fraction of these

employees. Therefore, the study focus was on six relatively inexperienced players who were

looking to advance their careers or boost their job search strategies.

The number of participants was selected based on the optimal number of players for

the official Adventurer’s League scenarios (three to five players), and the GM’s comfort

level for managing combat among players (up to seven players). A total of nine players were

52
recruited; however, one never played, one withdrew for personal reasons, and one played in

only one game. The only scenario that had more than six players was Session 0. The

researcher and the GM agreed that it was an effective way to get everyone familiar with each

other, the GM, and the software system. The first session did not involve combat and was

social skills heavy.

The sample population was first selected by placing a notification in the Facebook

group Dungeons & Dragons 5th Edition, which, at the time of recruitment, had a membership

of 157,200, according to Facebook. Using snowball sampling, the researcher also posted the

same recruitment statement to a personal website so others could link to the recruitment

statement via Twitter, LinkedIn, Instagram, and the subreddit LFG (looking for group). No

participants were known to the researcher prior to the study.

The sample population mirrored the larger population in age, gender identification,

and geographic location. The sample size may have limited generalizability of study results.

Future studies involving several groups may provide more generalizable results and answer

some deeper questions. To preserve study requirements, nine participants were recruited to

ensure a total of four to six players per session, in accordance with the recommended number

of players by Wizards of the Coast (publishers of the Dungeon & Dragons 5th Edition

materials) and the GM’s comfort level for ease of combat and immersion in the game.

Though the total number of participants recruited were nine, one never attended any

of the sessions, one attended only one, one attended two, one attended four, and five attended

all five sessions. In total, there were five participant interviews and 11 submitted journal

entries, with each individual journal containing three to five entries.

53
The participants were required to be novice players having fewer than 3 years’

experience with Dungeons & Dragons. Two participants were recently graduated and

looking for work, one was a high school teacher, one was a library assistant, one was a

personal shopper, and one was involved in programming. The top three skills to develop

among all participants from the eight offered were interpersonal communication, time

management, and resource management. Other participant demographics are shown in Table

1.

Table 1

Participant Demographics

Characteristic No.
Gender
Male 2
Female 2
Nonbinary 2
Age range (in years)
18–25 2
26–35 2
36–45 0
46–55 2
56+ 0
Career level
Entry level 2
Intermediate level 2
Midlevel 1
Senior level 1
Executive level 0

Data Collection

Prior to data collection, approval to conduct this study was obtained from the

University of Arizona Global Campus’s institutional review board. Informed consent

54
documents from all participants were received. Demographic information was collected

upon receipt of the executed informed consent documents.

After each session, the participants were given a list of journal prompts and asked to

write responses to three of them. One participant consistently sent responses; the other five

responded sporadically. The journal topics allowed the participants to explore themes and

ideas from the sessions and deepened the understanding of how the participants can transfer

the skills and reflect on their abilities. After the final session, the researcher followed

Seidman’s (2006) third interview technique, the reflection of meaning. During this

interview, participants were asked how they felt about skill transference, specific skills the

participants transferred, and the impact those skills had or will have on their career paths.

Turner (2010) identified three styles of qualitative interviews: informal

conversational, general, and standardized open ended. Standardized open-ended interviews

are structured in the way the questions are worded (Turner, 2010). Participants in the present

study were asked identical open-ended questions, which allowed them to contribute as much

or as little detailed information as they desired. Asking open-ended questions also allows the

researcher to ask more probing questions as follow-ups (Turner, 2010). Based on the

interview structures presented in Seidman (2006) and the definition of three styles in Turner

(2010), standardized open-ended interviews were chosen for the present study to provide the

appropriate data for answering the research questions. Responses to the interview questions

also resulted in developing a third research question.

Once journal prompts were received, they were immediately uploaded to NVivo

coding software, and an auto coding process followed. The themes generated by the auto

codes did not significantly change until the new prompts were given. Once again, after

55
generating auto codes from the first two participant journals with the new prompts, no new

themes or subthemes emerged. In the final interviews, the most notable theme to emerge was

that of social interactions and social skills. The researcher chose to probe participants further

on their experiences and allow them to elaborate at will on the concept of social interactions

and how they were able to transfer different social skills into their daily lives.

Procedures Followed

After initial expression of interest via email, all potential participants were contacted

via email, briefed on what would be required for the study, and asked if they wanted to

continue with the informed consent. Upon acceptance of the study requirements, the

participants were sent informed consent documents to read, sign, and indicate consent for

audio recording. Upon return of the executed documents, each participant received a link to

a SurveyPlanet.com survey to complete with the following questions, in addition to

demographic information such as age range and gender identification:

1. What is your profession?

2. What is/are your career goal/s?

3. What are the top 3 skills you would like to improve to start moving toward

obtaining your career goal(s) (choose 3 from below)?

4. How much experience do you have with Dungeons & Dragons?

The intent of asking these questions was to incorporate the common skills into each

session while also selecting individual skills for each player. Because of scheduling

conflicts, withdrawals, and emergencies, which participants would be playing from week to

week was unknown. Instead, the GM was instructed to choose three common skills to work

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into the scenarios while the researcher took field notes on the observable interactions during

the sessions.

The GM started Session 0 with DDAL08-00: Once in Waterdeep. This was a Session

0 scenario from 2019 in the Series 8 Adventure’s League series. Eight of the original nine

participants were present, and they all played so they could learn about the GM, each other,

and the Roll20 platform. After that session, six players attended the remaining four sessions,

and they all played in the scenarios.

Only three participants were consistently at each session. The sessions were

originally scheduled for five consecutive Saturdays. However, conflicts emerged. The final

scenarios schedule was as follows (all times are Pacific Daylight Time):

• Saturday, June 12, 2021, 12 p.m.–4 p.m.

• Saturday, June 19, 2021, 12 p.m.–4 p.m.

• Sunday, June 26, 2021, 12 p.m.–4 p.m.

• Saturday, July 3, 2021, 12 p.m.–4 p.m.

• Friday, July 9, 2021, 5 p.m.–9 p.m.

Initially, the sessions were to be every Saturday from 12 p.m. to 4 p.m. PDT due to

researcher and GM availability. However, there were two schedule changes that resulted in

one player missing each session.

During the sessions, the GM asked the participants if they had any questions or

addressed housekeeping issues, including talking over one another and allowing the GM to

have the final say on questions regarding the rules. The researcher was a silent observer

during the sessions, only making text-based comments to congratulate ingenuity or comedic

timing. The researcher took detailed field notes and kept track of time to remind the GM to

57
take breaks and when the session was approaching its terminus. Most participants were

happy to stay and chat after the sessions. However, the GM and the researcher did not

participate in these conversations.

Using the Waterdeep: Dragon Heist campaign setting, the GM went chapter by

chapter, opting to break the chapters into two to three sessions. The GM found that Chapter

II involved some factors that were not germane to the study and therefore opted to skip the

Chapter II scenarios. At the beginning of Chapter III, the GM also noted that he needed to

make a few modifications to the scenarios to help the adventure make sense with the team in

place as well as the scope of the study. Details of his modifications are shown in Appendix

C.

Because of team choices and dice rolls, the GM had to skip a significant portion of

Chapter III and pick up with the beginning of Chapter IV because the participants were able

to avoid several of the preplanned conflicts. At the time, the GM noted that the participants’

inexperience could have led them to make observations and choices more experienced

players would not have. After each scenario, the researcher sent the participants a prompts

list with a recap of the scenario, a reminder of the next session, and encouragement and

gratitude for their participation.

Upon receipt of the participants’ journal entries, the researcher coded the journals via

NVivo auto coding. At the end of the final session, the researcher scheduled interviews with

the six participants; however, only five responded. Of the five conducted interviews, four

had additional questions regarding social skills. All journal prompts and interview questions

are shown in Appendix A.

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Trustworthiness

Trustworthiness in qualitative research is established via credibility, dependability,

confirmability, and transferability, as well as ethical procedures as discussed in Yin (2009).

Credibility in the present study was established via triangulation, one of the most frequently

used methods in qualitative research for addressing issues of credibility (Cope, 2014; Moon

et al., 2016). The specific approach was method triangulation. Using the researcher’s

reflexive journal kept as observational data, journal prompts, final interviews, and survey

data, there were enough data to triangulate and explore them, identify answers to research

questions and interpret the data as they reflected the participants’ involvement in this study.

This type of triangulation is referred to as method triangulation (Carter et al., 2014). The

reflexive journal provided memory triggers for different observations and situational notes,

which informed the researcher during the in-depth interviews at the end of Week 5, a

technique Carter et al. (2014) similarly employed in their embedded multicase study.

According to Moon et. al (2016), there are four types of triangulation—method,

investigator, theory, and data source. Cope (2014) focused on using methods triangulation

for qualitative research. Methods triangulation involves using multiple data sources to draw

conclusions (Cope, 2014; Moon et al., 2016), which in the present study were participant

interviews, observation notes, journal entries from the participants, and the researcher’s

reflexive journal.

Jentoft and Olsen (2017) stated that triangulation not only follows the classic

definition found in sociology and psychology literature but also can have the navigational

definition applied when dealing with data analysis. Classically, triangulation is meant to

support a finding by using several independent measures that agree with the finding (Jentoft

59
& Olsen, 2017). If using the navigational definition, as Jentoft and Olsen suggested, then

triangulation becomes a technique for drawing a single point from many.

Both of these definitions were valid and relevant to the present study. As discussed in

Chapter I, the researcher identified the preferred research approach as a combination of

postpositivism and pragmatism. Triangulation tends to be more used by positivists,

postpositivists, and constructionists (Carter et al., 2014; Moon, 2019). In Moon (2019),

postpositivism is defined as “belief that there is a single reality with hidden variables that

prevents us from fully understanding phenomena and there are no absolutes in nature” (p.

106).

Cope (2014) defined dependability as the constancy of data over similar conditions.

Korstjens and Moser (2017) suggested researchers create an audit trail, which Cope defined

as “a collection of materials and notes used in the research process that documents this

researcher’s decisions and assumptions” (p. 90). Including an audit trail provides

transparency and allows future researchers to replicate a study and obtain comparable results

(Cope, 2014; Korstjens & Moser, 2017). The audit trail for the present study consisted of

research notes, field notes, journal prompts, and interview transcripts and is only available

upon request from faculty or verified researchers conducting this same study.

Korstjens and Moser (2017) distinguished confirmability from dependability by

pointing out that dependability pertains to the aspect of consistency, whereas confirmability

pertains to the aspect of neutrality. Data interpretation should not reflect the researcher’s

preferences, bias, or viewpoints. To demonstrate confirmability, Cope (2014) recommended

using rich quotes from participant data to demonstrate and depict emerging themes in the

data. These quotes are found in Chapter IV.

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Though not specifically called out in the literature, the researcher did not read or

familiarize themself with any of the scenarios for this study. The researcher purchased the

campaign setting in both digital and hard copy form and gave them directly to the GM to

read and prepare. At no time did the researcher glean any prior knowledge of the campaign

scenarios used in this study, indicating a lack of bias for how the scenarios were both run and

played.

Transferability is the ability of applying findings to other settings or groups (Cope,

2014). If individuals who were not part of the study and other study readers can find

meaning in the study results, or can associate the results with their own experiences, then the

study is considered to have transferability. Cope also noted that the criterion of

transferability may only be relevant if the intent of the research is to generalize. Many

nonscientific narratives exist regarding the use of TRPGs for training and education

purposes. The present study may attain the criterion of transferability to a specific target

audience of educators, trainers, and employees who play TRPGs as pastimes and would be

interested in learning more about the scope of this research.

Ethical Concerns

Once each participant was confirmed, they were sent a copy of the informed consent

document. The document was sent to individual email addresses via Adobe Sign, with

indicators where they needed to sign or give consent. Once the participants signed the

informed consent forms, they were automatically returned to the researcher for review. The

participants were then sent a link to a SurveyPlanet.com questionnaire to collect prestudy

information. After completing the questionnaire, each participant was invited to take 60 min

with the researcher to create a character for the study. Not all participants needed 60 min for

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character creation. This length of time was chosen to allow for looking up information that

was not native in Roll20 (such as backgrounds and background descriptions) and adding it to

the character sheets.

Once characters were created, participants were instructed to change all display

names in Zoom and Roll20 to their character name. Unfortunately, account names were still

visible in the general area of Roll20. To give everyone as much privacy as possible, a direct

link was sent to the game room every week to bypass the general area where names could be

read. The direct link worked well to bypass the area where the account names were listed for

Roll20. If a participant logged into Zoom and had not changed their username, the

researcher allowed approximately 30 s for them to change their own name. If they had not

done so by then, the researcher went ahead and changed their name in Zoom. Most times, no

one really noticed.

All collected data, including informed consent documents, were stored on a USB

memory stick and will be maintained in a safety deposit box for 5 years. During the study

and writing process, all information was also stored in a folder inside the researcher’s

Dropbox account. No participants were referred to by their names, ages, or any other self-

identifying information. Interviews were conducted one-on-one via Zoom; journals were kept

in either Google Docs or sent directly in the body of emails to the researcher’s school email

address. Observational notes during sessions were recorded via Scrivener and saved to

Dropbox.

Data Analysis

Belotto (2018) presented a detailed account of how to conduct qualitative data

analysis. Because data for the present study were gathered from multiple sources, including

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interviews, participant journals, and direct observations, the researcher coded the narrative

responses. Belotto noted that coding can be daunting and cumbersome and suggested

following the coding procedures in Saldaña (2009).

Saldaña (2009) identified finding repetitive patterns in human affairs as documented

in the collected data as one of the primary goals in coding data. Belotto (2018) described his

struggles with coding and recommended researchers use codes that align with the research

questions to be answered. Doing so helps to reduce the number of potential codes and

provides context in which to create code categories that relate to the research questions.

In the present study, auto-generated codes in NVivo were first used to observe any

emerging themes before the researcher analyzed all the data by hand and generated a

codebook based on the exact research questions, as suggested in Belotto (2018). The

researcher used methods triangulation to ensure data accuracy and reduce researcher bias, as

suggested in Cope (2014), Korstjens and Moser (2017), and Belotto (2018), before

developing a narrative to express the data that emerged.

All data from journal prompts, field notes, and interviews were loaded into NVivo,

and auto codes were generated for all data. Once all data had been auto coded, the researcher

went through the data and coded phrases based on common themes that emerged in the data.

Finally, all data were analyzed against the research questions to determine if the research

questions had been answered sufficiently for this study. The auto codes provided

hierarchical categories while the researcher-generated codes provided the themes and

subthemes for the categories. Outlier data were considered and taken into the context of the

participant and the scenario. Discrepant data cases were immediately triangulated with the

researcher’s field notes and, where possible, the final interviews.

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Data saturation occurred during Week 4 of the prompts. The researcher chose to

continue with collecting data. Much of the data overlapped but effectively demonstrated the

participants’ abilities to describe their abilities to transfer the skills and the significance and

importance of doing so.

Once data analysis was complete and enough information was collected to complete

the presentation of findings, the researcher deleted the data from NVivo and retained the files

on the USB drive. Using their own reflexive journal kept as observational data, journal

prompts, final interviews, and survey data, the researcher had enough data to triangulate and

explore the data, correctly identify answers to the research questions, and properly interpret

the data in terms of the study participants.

Summary

Because of the shelter-in-place orders during COVID-19, the originally proposed

quantitative study had to be changed to a qualitative study. The researcher conducted an

exploratory case study via Roll20, a virtual tabletop program for RPGs, and Zoom, an audio-

video communication program widely used in businesses, involving a total of six participants

with fewer than 3 years experience playing the RPG Dungeons & Dragons. Initially, the

intent was to focus on each participants’ preselected skills, but this focus was expanded to

allowing the participants to explore skills that were not listed as part of the study.

The research results were expected to answer the questions of how the participants

perceived their abilities to transfer learned skills from the game to their personal, social, and

work lives and how the participants described the significance of their ability to transfer

learned skills from the game to their daily lives. But the data began to reveal more

information on certain social skills being of more importance than the preselected skills from

64
the intake questionnaire. A new research question was developed to incorporate useful data

not considered prior to the start of the study.

After the final session of play, participants were interviewed using techniques in

Seidman (2006). The interviews had the same basic questions. However, each follow-up

question was tailored to the participant and based on previous answers to the main interview

questions.

During the 5-week duration of this study, the researcher sent journal prompts to

participants to answer, based on the game session of the week. The researcher addressed the

four components of trustworthiness—credibility, dependability, confirmability, and

transferability—by keeping an audit trail of all journal responses, interviews, interview

transcripts, observation notes, and a reflexive journal, reflecting guidance in Cope (2014) and

Korstjens and Moser (2017), using methods triangulation Cope, 2014; Moon et al., 2016),

using rich quotes (Cope, 2014), and providing context and setting to allow for nonparticipant

individuals and readers to find meaning and application of the study results to their own

experiences. Once the data were collected, the researcher analyzed the data, first by

generating autocodes in NVivo and then generating a code book and content analysis table

(see Belotto, 2018) to assist in developing the study’s narrative and address the research

questions. Results from analyzing the data collected for this study are discussed in Chapter

IV.

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CHAPTER IV: RESULTS

The purpose of this qualitative exploratory single-case study was to explore

participants’ perceptions of their abilities to recognize skill transference and to express their

feelings and thoughts about skill transference from RPGs in general, but specifically from

Dungeons & Dragons to their daily lives as an avenue toward self-improvement and

potential leadership development. Chapter I contained details on the specific problem and

research topic under investigation in this study. Chapter II was a review of extant literature

on role-playing, RPGs, and the benefits and downfalls of their use, as well as providing

literature on several theories on the use of games in training and education. Chapter III

provided details on the methodology used to conduct the study.

Chapter IV consists of descriptions of how the research plan was executed during the

study and the results of analyzing the data collected for this study. The results are presented

as they relate to the study’s research questions. The study results may contribute to the

existing body of academic literature by providing insights into participants’ thoughts and

feelings regarding skill transference and interpersonal communication. This chapter contains

three main sections: sample, data collection, and data analysis, and a chapter summary.

The following research questions were addressed through data collection and

analysis:

RQ1: How do participants describe their ability to transfer learned skills from playing

Dungeons & Dragons to their personal, social, and work lives?

RQ2: How do participants describe the significance of their ability to transfer learned

skills from playing Dungeons & Dragons to their daily lives?

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RQ3: How do participants perceive their development in social interaction skills after

playing the Dungeons & Dragons scenarios?

Sample

A sample of eight participants was sought to ensure at least four active participants in

every session for this study. Using snowball sampling, the researcher posted and reposted to

multiple social media outlets, including Facebook, Reddit, LinkedIn, and Twitter, and asked

personal contacts to repost the recruitment statement. This recruiting resulted in 14 inquiries.

Of them, two were personal friends of the researcher and were automatically eliminated, and

three were unwilling or unable to complete the assignments. The remaining nine agreed to

the project and filled out informed consent forms. Of them, one never showed, one withdrew

for mental health reasons, and one never came back to subsequent sessions, resulting in a

total active sample size of six.

Demographics

The demographic information collected revealed that participants were evenly

distributed among the 18–25 years age group, the 26–35 years age group, and the 46–55

years age group. According to the collected demographic information, there was also an

even split of players among male, female, and nonbinary gender identification. Two

participants were intermediate level in their career paths, one was midlevel, and one was

senior level. Two participants were unemployed at the time of the questionnaire, both of

whom were recent college graduates and listed as entry level on the intake questionnaire.

The participants represented various industries including video/mobile games, user

experience analyst, high school teacher, library sciences, and operations management.

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Of the proffered skills list, the top three skills were interpersonal communication,

time management, and resource management. The next top two skills were networking and

goal setting. Other skills of interest were oral presentation, creative problem-solving, and

decision-making. All participants had 3 or fewer years of experience playing Dungeons &

Dragons, with most of the experience being because of COVID-19 pandemic beginning in

2020 and lasting through 2022. Some participants had never played; others played weekly in

at least one game since the onset of the lockdown in March 2020.

Data Collection

Data collection included three sources of evidence: semistructured open-ended

interviews, weekly journal entries, and the researcher’s observation notes. This allowed for

methodological triangulation, which increases the dependability of the analysis.

Once consent was provided, the researcher began with an intake questionnaire to

collect contact and demographic information and to gauge interest in soft skills to address

during the gaming sessions. After the intake questionnaires were completed, each participant

spent approximately 1 hr creating a character in the Roll20 platform with the researcher.

This researcher’s role was that of guide and data entry when certain information was not

readily available in Roll20 (e.g., background choices, character flaws, etc.).

After the first session, called Session 0, the participants were emailed a list of journal

prompts for them to reflect upon and respond to. These prompts became the primary data

source for collection over the next 5 weeks. During Week 3, the participants requested new

prompts to help them produce new and better information for the research due to the fact they

were responding to three prompts each week and had cycled through them a few times. Both

sets of journal prompts can be found in Appendix A. Upon completion of the fifth and final

68
session of the study, each of the six participants was sent an offer to schedule a structured

interview lasting no more than 90 min. These interviews lasted approximately 20–30 min.

Each interview had the same questions; however, follow-up questions were based on points

made by the participants in previous questions.

Unusual Circumstances

All of the original participants were aware play sessions would take place on

Saturdays from 12 p.m. to 4 p.m. Pacific Daylight Time, except where schedules conflicted.

One participant resided in Russia but never made it to a game session; one participant resided

in England and made it to all but one session. The goal of recruiting eight participants was to

ensure there were four players every session. After recruiting a total of nine players, each

session had five to six players. One participant sent journal prompts every week; the rest

sent them randomly throughout the study. Of the six active participants, five agreed to the

interviews.

Data Analysis and Results

Data collected from the semistructured interviews and journal prompts were imported

into NVivo. Autocodes were generated for an initial collection of data. The researcher then

went through and created codes from the text for recurring themes. The themes naturally fell

into hierarchical categories, with the top three being skill identification, social interactions,

and leadership. Each theme had three subthemes corresponding to deeper emotional

connections and higher order thinking. Each of the subthemes that emerged from the data are

discussed next to correspond to a specific research question. All themes and subthemes,

however, worked together to answer each research question.

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Findings

The findings are presented by individual research question and include both main

themes and subthemes related to each question. Table 2 provides a visual representation of

the data that follow.

Table 2

Breakdown of Data for Major Themes and Subthemes

Main theme No. of Subtheme No. of references Research


references question
Skill 25 Weakness 20 1
identification identification
Problem 40 2
identification
Problem resolution 22 3

Social 32 Teamwork 22 1
interactions
Delegation 40 2
Conflict resolution 21 3
Leadership 22 Decision-making 10 1
skills
Emotional response 6 2
Empathy 6 3

Research Question 1

The first research question asked how the participants described their ability to

transfer learned skills from the game to their personal, social, and work lives. Analysis of the

data in the interview transcripts and the weekly journal prompts demonstrated the increase in

the participants’ abilities to identify the skills they found themselves using in the game and

how they adapted the skill usage to these aspects of their lives.

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There were 25 references to skill identification throughout the data. Specific skills

listed by participants included weakness identification (20 references), problem identification

(40 total references), and problem resolution (22 references).

Main Theme 1: Skill Identification

The first main theme to appear was the participants’ ability to present and articulate

the skills they were using and how they were incorporating them into their daily lives. Five

of the six participants sent in journal prompts or were interviewed. All five were able to

describe specific skills they used in the game. They were also able to provide examples of

how they used these skills in their daily life and what, if any, improvements came along with

the skills over the course of the five weeks.

One participant, Calandra (character name), indicated the following: “Developing my

ability to play D&D has already helped me become more decisive, more honest, and open

about my thoughts and feelings, and more vocal about needing help—especially in a group.”

During his one-on-one interview, Mayhewn provided the following insight when asked about

his ability to transfer skills:

I would say yes, [skill transference] did occur, mainly along the lines of quickly
responding to a problem and trying to come up with a solution, and also in trying to
talk to others and make deals with them . . . Critical thinking, which the first thing
definitely relevant for this researcher’s particular job.

Subtheme 1: Problem Identification

Four of the five participants interviewed specifically discussed problem identification

as part of skills identification. These participants indicated an increased ability in critical

thinking and break down of problems (deconstruction). Pavel, one of the participants,

identified their ability to break down a problem and assign the parts to the rest of their team:

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Let’s get the hardest things done first before something falls out from under us, then
deal with the easy parts . . . If I see someone struggling with a small part of the
problem that they were dealing with on their own, I’d help them immediately.

There were 32 references to social interactions throughout the data. Specific skills listed by

participants included teamwork (22 references), delegation (40 total references), and conflict

resolution (21 references).

Main Theme 2: Social Interactions

The second main theme to emerge from the data was the participants’ ability to

describe how the social aspects of the game transferred to their daily lives. Four participants

expressed various thoughts on certain social encounters. Fina stated that “Using

[interpersonal communication] skills within the game feels easier since the risk of an

awkward encounter doesn’t seem to be as devastating.” Pavel recounted a moment in the

adventure where they de-escalated combat by simply talking to their perceived enemy: “I

can’t believe I actually started to undo combat just by talking to the guy. As the rest of us

also got into the conversation, we all contributed to creative problem-solving.”

Subtheme 1: Teamwork

Pavel’s statement was one of 11 references made among four of the five participants

interviewed. Hereck stated,

D&D is a collaborative game. The only way to win, such as it is, is to create a good
story with the other players. And the only way to do that is to act as a team. As
much as Hereck would love to go at each issue with his axe and pound it into
submission, there are times he needs to step back and allow others to apply their
talents to it, as theirs might be superior to his in various instances.

During the final interview, Hereck further commented,

So, people are helping others. People are asking for help. People are offering help.
Sometimes, it’s good. Sometimes, it’s not good advice. But it helps people ask for
when they need help, people who offer too much help are sometimes chided for that
and put in their place. And that also teaches a valuable social skills lesson: Your
opinion is not the only one that matters.

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Remarking on a situation from the game and how a specific choice caused some team

tension, Fina stated, “I could have included my team in my thinking so that they better

understood my intentions.”

There were 22 references to leadership skills throughout the data. Specific skills

listed by participants included decision-making (10 references), emotional response (six

references), and empathy (six references).

Main Theme 3: Leadership

The third main theme to emerge from the data was the participants’ ability to describe

the leadership skills they discovered during game play and transfer these skills to their daily

lives. All five participants interviewed mentioned leadership skills in their journal prompts

and interviews.

Subtheme 1: Decision-Making

All five of the participants interviewed discussed decision-making skills as part of

their experiences within the game. Pavel noted,

I was actually shocked that I managed to take the reins last session and led the group
forward. In this development that I’ve had by playing, I realized I could actually
apply it to this researcher’s life, such as having a creative solution to a problem.

Pavel also noted that the development of soft skills was a new process for them and that

playing the game definitely provided them with a safe space to practice.

The main themes and subthemes were intertwined in answering the research

questions. Specifically, the theme of leadership was so intertwined among the three research

questions that it was difficult to separate out subthemes. Pavel, Calandra, and Fina

discovered they had more leadership qualities than they thought and were excited about the

prospect of developing these skills further in other games. Mayhewn and Hereck identified

negative leadership qualities in themselves and discussed ways to address them.


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Research Question 2

RQ2 was, How do participants describe the significance of their ability to transfer

learned skills from playing Dungeons & Dragons to their daily lives? Thematic analysis of

the journal prompts and five interview transcripts, as previously stated, led to the emergence

of three main themes: skill identification, social interactions, and leadership skills. These

main themes were acknowledged in the scope of the first research question. Therefore, this

section is an exploration of the subthemes for each of the main themes as they relate to the

research question.

Main Theme 1, Subtheme 1: Weakness Identification

With the emergence of the main theme of skill identification, the first subtheme to

appear was weakness identification. All five participants identified weaknesses through their

journal prompts or interview transcripts. Calandra noted the following:

During one of my turns, I had the opportunity to act, but didn’t . . . I often do that in
situations where I am unsure of this myself. I do nothing instead of trying something
that may work because no result is better than a failing one.

Fina also noted an example from their daily life: “I feel like my ability to identify the specific

situations where [resource management] would be useful is very high. I am usually able to

keep track of what’s needed and when and how things should be divided.” Pavel stated:

I’m still very iffy on applying, let alone identifying, soft skill placement, sadly. But I
know a bit more about applying now as I keep playing. However, identifying it can
be difficult for me as I tend to get overwhelmed when I try to think of what skill to
apply.

Main Theme 2, Subtheme 2: Delegation

The second subtheme to emerge fell under the main theme of social interactions.

Four of the five participants discussed delegation as part of their journal prompts. Mayhewn

described a situation in their work environment and suggested:

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If Mayhewn was working where I do the issue would either be too much work or an
upcoming deadline. In either case Mayhewn would try to get in contact with his
fellow testers to see if anyone was free and could pick some of it up. If that was not
possible, he would talk with his line manager and see if the deadline could be
extended, and if not if he could get paid extra for doing overtime, probably using
guidance to help be persuasive.

Hereck also discussed a situation in the game and expressed the character’s thought process

for handling a situation in the game involving enchanted brooms: “He recognized that the

brooms were a nuisance, but that others present had some skills that could be applied to

dealing with them, whereas the threat to the life of the man in the well was much more

immediate.”

Main Theme 3, Subtheme 2: Emotional Response

The second subtheme to emerge under the main theme of leadership skills was

emotional response. Four participants discussed this subtheme in their journal prompts.

Hereck provided an example of their character’s reaction to a real-life situation: “For

example, if he was driving when my truck broke down, he might well have taken his axe to

the engine and then found alternative transportation.” Fina described the general game

situation with their feelings on it:

My character is faced with the challenge of working with team members who have
overbearing personalities. My first instinct is to push against this through passive
aggressiveness or anger. My character needs to work with this team and must trust
them to help her when needed so I look for other ways to handle it.

The participants had several opportunities in which to explore their emotional

responses to various situations in the game scenarios as well as outside of the scenarios.

During this researcher’s observation, players were chatting with each other after one of the

sessions. There was a discussion of families and COVID-19. One of the participants

apologized for bringing down the mood of the game after the GM commented that the

researcher lost their own father to COVID-19 in December 2020. The GM responded by

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stating, “Within the process of spending time together as characters and as people, we love

and support each other.”

Though the GM responses were not specifically coded into the data, the statement

reinforces the answer to the question regarding the significance of skill transference by

demonstrating a rationally emotional response to a participant who was unable to move

forward in their processing of emotions. This participant would eventually drop from the

study for unrelated mental health issues.

Research Question 3

RQ3 was, How do participants perceive their development in social interaction skills

after playing the Dungeons & Dragons scenarios? This research question emerged from the

data and the thematic analysis of the journal prompts and interview transcripts of the five

participants who completed these items. The three main themes that emerged––skill

identification, social interactions, and leadership skills––were acknowledged in the scope of

the first research question. Therefore, the following section is an exploration of the

subthemes for each of the main themes as they relate to the third research question.

Main Theme 1, Subtheme 3: Problem Resolution

Four of the five participants discussed problem resolution in the context of the game

and their daily lives. Hereck expressed, “I have often had to step back and let others apply

their talents, to make the experience of customers better, to improve the flow of business, or

to look at a problem from a perspective I had not considered.” Pavel stated, “If I see

someone struggling with a small part of the problem that they were dealing with on their

own, I’d help them immediately.” Calandra offered the following as a direct answer to the

research question: “Developing this researcher’s ability to play D&D has already helped me

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become more decisive, more honest and open about this researcher’s thoughts and feelings,

and more vocal about needing help, especially in a group.”

Main Theme 2, Subtheme 3: Conflict Resolution

Emerging as a subtheme under the main theme of social interactions, three

participants discussed conflict resolution in their journal prompts and interviews. Pavel had

the most to say about conflict resolution: “I can’t believe I actually started to undo combat

just by talking to the guy.” Hereck discussed the concept of role-playing various characters:

Role playing different characters with different personalities and backgrounds enables
me to put myself in other people’s shoes, so to speak, and see a situation from their
viewpoint as opposed to just my own. This is often useful in conflict resolution,
which in the hospitality industry is very important.

Fina expressed a situation in which their character employed a skill they themself would like

to develop further to assist in acquiring a position in their degree field: “If I could develop

this skill [of networking] further and spend time creating relationships with these

professionals, I would have a much better chance of getting a foot in the door.”

Main Theme 3, Subtheme 3: Empathy

The final subtheme to emerge under the main theme of leadership skills was that of

empathy. Two of the five participants discussed this important social skill. In follow-up to

Fina’s emotional response regarding the general game situation, they stated,

I look for other ways to handle it. Step 1, choose this researcher’s battles. If our goal
is the same, it can be better to let the other person take the lead. Step 2, don’t lose
myself within the group. Make sure that this researcher’s choices are this
researcher’s own and I stand for the things I choose. Step 3, be understanding. This
person may be using this as their only chance to feel in charge. If it isn’t hurting me
and this researcher’s goals, I should let them enjoy their own time to lead.

Hereck said, “One thing that D&D shows me is how to put this researcher’s self in another

person’s frame of mind and see how it differs from this researcher’s own.” Hereck further

stated,

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I work in customer service and have often dealt with less-than-pleasant people. Some
customers can be downright awful. Much like Hereck, many of them are blunt
objects that speak. But the ability to view a situation from a different point of view
helps me to see how they might be perceiving the situation.

Dungeons & Dragons is a social game and relies on social interaction and

communication among the players and GM. The emergence of the third research question

came as a direct result of the interview with Hereck, who had much to say about general

social skills. Pavel also provided data on social skills development, leading with a discussion

of mental health development focused on autism in their interview. They stated,

I’m autistic. So, a lot of it ends up being somewhat difficult, but due to RPGs and
tabletops specifically, I feel like I’m getting a lot more confidence in this researcher’s
use of language skills, in the use of language to paint a clearer picture of what I would
like from people or paint a clear picture of what I could do for people.

Summary

The purpose of this qualitative single-case exploratory case study was to explore how

the participants identified and described their ability to transfer skills from the game to their

personal, social, and work lives and to discover what, if any, growth occurred during the five

sessions. Chapter IV provided the presentation of findings from the thematic analysis of

journal prompts and final interviews with five study participants. A total of 12 themes were

generated by a thematic analysis of journal prompts and final interviews. Three main themes

and nine subthemes were established to address the study’s three research questions.

Most of the participants identified situations in which they were able to transfer skills

used in the game to their daily lives. Some examples presented included increased awareness

of others’ perspectives and the ability or inability to identify specific skills to employ in

various situations. The participants identified the significance of being able to transfer skills

from the game to daily life by discussing weaknesses in themselves and recognizing areas in

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need of improvement. Most participants were also able to identify an increase in specific

skills such as decision-making and teamwork.

The third research question developed from the data and focused on the participants’

perceptions of their social skills in the game and how they transferred these skills to their

daily lives. Three of the five participants were able to articulate their personal development

in areas such as conflict management and leadership skills by playing the game and

interacting in a safe space with other people. The participants reported an increase in their

awareness of skill transferability from the game to their daily lives, and several expressed an

interest in using RPGs to further develop their skills. Chapter V is an explanation of the data

presented in Chapter IV and a discussion of the study implications, limitations, and

recommendations for future research.

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CHAPTER V: DISCUSSION

The purpose of this qualitative single-case study was to explore how and to what

extent six study participants were able to transfer skills learned and developed from

Dungeons & Dragons to their personal, social, and work lives, along with their perceptions

of their newly acquired social interaction skills. Chapter V contains a discussion of the study

findings as they relate to the literature reviewed for this study and the theories used. Study

limitations, implications for theory and research, and future research opportunities are also

presented. The chapter ends with conclusions regarding the findings and how the findings

contribute to the larger body of literature.

Research Questions

Three research questions guided this study:

RQ1: How do participants describe their ability to transfer learned skills from playing

Dungeons & Dragons to their personal, social, and work lives?

RQ2: How do participants describe the significance of their ability to transfer learned

skills from playing Dungeons & Dragons to their daily lives?

RQ3: How do participants perceive their development in social interaction skills after

playing the Dungeons & Dragons scenarios?

Thematic analysis was used to develop and extract meaningful themes from the

responses participants gave through journal prompts and interviews. Using Saldaña’s (2009)

coding procedures, three main themes and nine subthemes were identified. Social

interactions and social skills development were indicated with themes such as involving

others, group work, decision-making, and problem resolution. The participants noted that as

they played in the sessions, they were increasingly more able to identify problems and

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personal weaknesses and take the opportunity to delegate and involve others in the situations.

According to the data, the participants found the study to be significant to their lives and

indicated a desire to continue using RPGs to positively contribute to their own personal

development and the development of students and children. In this chapter, the themes are

discussed in relation to past theories and the literature. Recommendations, implications, and

conclusions are also presented.

Interpretation of Findings

In this section, the results of the current study are discussed along with the supporting

literature related to the concepts explored or investigated over the course of this study. Given

the length of time from the start of the study to finish, the academic databases were recently

searched for the newest empirical data and supporting literature deemed valid. The purpose

of this section is to confirm or deny the key findings of this study with previously recorded

information on skill transference from MMOGs. As shown in Table 3 and in Peterson (2012)

and Witwer (2015), the intentions of the original Dungeons & Dragons developer provided

evidence to the accuracy of the concepts put forth that RPGs provide a safe space for

participants to explore cooperative opportunities and receive immediate feedback on their

choices and the consequences of those choices.

Findings for Research Question 1

RQ1 was, How do participants describe their ability to transfer learned skills from

playing Dungeon & Dragons to their daily, social, and work lives? This research question

was answered with main themes of skill identification, social interactions, and leadership and

subthemes of weakness identification, teamwork, and decision-making.

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Table 3

Themes and Subthemes for Research Question 1 With Supporting Literature Excerpts

Theme and subtheme Literature excerpts


Main theme 1: Skill In Blume et al. (2019), skill identification was the initial part of
identification participants moving forward with either closed skills (reproduction of
procedure for completion of task) or open skills (accomplishment of
task using general principle). As sessions progressed, participants
expressed their increasing ability to look at a situation through the
context of the game and select appropriate actions to problem-solve
(open skills).
Subtheme 1: Weakness In the same degree as skill identification, participants were able to express
identification their abilities to identify areas where open skills (Blume et al., 2019)
would be helpful to their completion of tasks or even problem solve.
Main theme 2: Social Lofgren and Fefferman (2007) identified the human factor in the virtual
interactions world of World of Warcraft. The team noted the strong division of
those who would “troll” others by leading infected nonplaying
characters into low-level areas to kill everyone and those who would
attempt to assist the infected to heal them.
Subtheme 1: Teamwork Staňková et al. (2019) and Wright et al. (2020) noted that game-based
learning supports development of various social skills, supports moral
integrity, and provides a safe space for exploring choices. Dungeons &
Dragons is, specifically, a cooperative game that requires teamwork
and social interaction to succeed (Parker & Lepper, 1987; Witwer,
2015).
Main theme 3: Leadership T. Brown (2011) noted that role-playing games disrupt the Sloan
leadership model by not having a designated and permanent team
leader. The team leader is selected by the team-up group based on
experience, skill, knowledge, etc., providing numerous opportunities
for players to partake in leadership positions.
Subtheme 1: Decision-making In the case of the participants, they were able to make full use their social
skills in coming to an effective (or ineffective) decision (Hesse et al.,
2015). Through talking over the possible solutions, they shared a
mindset, plan, and goal for resolving the problem at hand, allowing
them to come to a collective decision for action (Hesse et al., 2015).

In Blume et al. (2017), skill identification was the initial part of participants moving

forward with either closed skills (reproduction of procedure for completion of task) or open

skills (accomplishment of task using general principle). As the sessions progressed,

participants expressed their increasing ability to look at a situation through the context of the

game and select appropriate actions to problem-solve (open skills).

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Exploring the responses to journal prompts and interview transcripts, participants

articulated and defined the skills they learned from the game that they were able to use in

their daily lives. They were able to use both skill identification and weakness identification

to their advantage and were able to express positive outcomes after extended play.

Participants were also able to document their understanding of how these skills could assist

them in their career trajectories, whether the trajectories were at the job-seeking level or the

promotion level (see Chapter IV).

At the beginning of the study, the participants documented frustrations about their

inability to identify skills to apply in specific situations. By the end of the study, they

expressed an improvement in identifying skills in the scenario to use and were beginning to

be able to perform the same task in their daily lives. Blume et al. (2017) and Huang et al.

(2017) indicated that the ability to use vertical transfer of open skills has a higher predictor–

transfer relationship, owing to similarities in most contexts where the skills are applicable

(e.g., creative problem-solving).

The present study’s findings indicated that the participants were able to articulate and

describe their ability to transfer skills by explicitly highlighting their perceived inability to

identify skills in a given moment and then demonstrate their perceived improvement in skill

identification by the end of the 5 weeks, sufficiently answering the research question. The

researcher theorized that individuals normally do not think about the learning tasks or skills

intentionally, only when specifically prompted or requested, hence the improved ability to

apply, focus, and improve. The findings satisfied the answer to the research question based

on the general problem of MMORPGs providing solutions versus TRPGs where the solutions

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need to come from collaboration (Whitwer, 2015) and social interactions (Blume et al., 2017;

Lofgren & Fefferman, 2007; Lord et al., 2011; Staňková et al., 2019; Wright et al., 2020).

Lofgren and Fefferman (2007) identified the human factor in the virtual world of

World of Warcraft. The team noted the strong division of those who would “troll” others by

leading infected NPCs into low-level areas to kill everyone and those who would attempt to

assist the infected to heal them during the Corrupted Blood outbreak, which became one of

the most studied cases in epidemiology and was referenced during COVID-19 planning and

preparation.

Applying the Corrupted Blood outbreak to the present study, it was possible to

identify the human factor among the participants when one participant chose to step outside

of themself and take a leadership position in the team. The team supported the choices the

participant made and began to assist in the interaction to clarify meaning when the lead

participant was unclear.

Findings for Research Question 2

RQ2 was, How do participants describe the significance of their ability to transfer

learned skills from playing Dungeons & Dragons to their daily, social, and work lives?

Analysis of the interview transcripts and journal responses showed that the participants were

able to articulate their opinions and thoughts on the significance of their ability to transfer

skills from the game to daily life. This research question was answered with themes

involving the main themes of skill identification, social interactions, and leadership skills and

the subthemes of problem identification, delegation, and emotional response. Table 4 shows

the themes and subthemes and excerpts from the literature in support.

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Table 4

Themes and Subthemes for Research Question 2 With Supporting Literature Excerpts

Theme and subtheme Literature excerpts


Main theme 1: Skill In Blume et al. (2019), skill identification was the initial part of
identification participants moving forward with either closed skills (reproduction of
procedure for completion of task) or open skills (accomplishment of
task using general principle). As sessions progressed, participants
expressed their increasing ability to look at a situation through the
context of the game and select appropriate actions to problem-solve
(open skills).
Subtheme 2: Problem Pearl et al. (2019) clearly remarked that identifying problems was one of
identification the five crucial steps in critical thinking. A second step also employed
by participants was presenting multiple potential solutions before
deciding on the direction to go.
Main theme 2: Social Lofgren and Fefferman (2007) identified the human factor in the virtual
interactions world of World of Warcraft. The team noted the strong division of
those who would “troll” others by leading infected nonplaying
characters into low-level areas to kill everyone and those who would
attempt to assist the infected to heal them.
Subtheme 2: Delegation T. Brown (2011) and Yan (2014) identified soft skills such as critical
thinking, team leadership and creative problem-solving as skills that
can be learned through experiential games—specifically, the games
challenge the Sloan leadership model by not having a permanent and
dedicated leader. Instead, the team delegates the leadership position to
the most qualified player.
Main theme 3: Leadership T. Brown (2011) noted that role-playing games disrupt the Sloan
leadership model by not having a designated and permanent team
leader. The team leader is selected by the team-up group based on
experience, skill, knowledge, etc., providing numerous opportunities
for players to partake in leadership positions.
Subtheme 2: Emotional In some cases, participants were able to identify where their emotional
response response would have resulted in poor decisions or outcomes both in the
game and in their daily lives. Extrapolating from Merriam (2008), adult
learning is a multidimensional process which also involves emotions
for the brain to make meaningful connections.

Participants were able to identify the specific skills they employed and describe

scenarios in their daily lives where they could use these skills. One participant focused on

collaborative problem-solving (Hesse et al., 2015) as one of the skills they developed during

the study. They discussed the importance of that skill to their self in relation to the mental

health issues they generally faced.

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Participants’ abilities to identify emotional responses was a subtheme identified in the

data. In some cases, participants were able to identify where their emotional response would

have resulted in poor decisions or outcomes both in the game and in their daily lives.

Extrapolating from Merriam (2008), adult learning is a multidimensional process that also

involves emotions for the brain to make meaningful connections.

During their interview, another participant also elaborated on the social aspect of the

game, which Witwer (2015) stated was the focus of the resolution of role play sessions. Two

participants believed using RPGs was significantly important for developing certain social-

based skills such as persuasion, nonverbal communication, and conflict resolution, as

acknowledged in Bailenson and Yee (2007). Participants were also able to identify key

moments in their daily lives where transferring skills from the game to their personal

situations was significant in resolving their tasks. Literature indicates, and the present

study’s findings support, that RPGs, both TRPGs and MMORPGs, are valid tools for

developing and training leadership skills and abilities in safe environments (T. Brown, 2011;

Parker & Lepper, 1987; Wright et al., 2020; Yan, 2014). Further, Pearl et al. (2019) clearly

remarked that identifying problems was one of the five crucial steps in critical thinking. A

second step that the study participants also employed was presenting multiple potential

solutions before deciding on the direction to go.

Findings for Research Question 3

RQ3 was, What are the participants’ perceptions of personal development in social

interaction skills after playing the Dungeons & Dragons scenarios? The third research

question developed from the data gleaned in the final interviews. This research question was

answered with themes involving the main themes of skill identification, social interactions,

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and leadership skills and the subthemes of problem resolution, conflict resolution, and

empathy. Table 5 shows the themes and subthemes and excerpts from the literature in

support.

Table 5

Themes and Subthemes for Research Question 3 With Supporting Literature Excerpts

Theme and subtheme Literature excerpts

Main theme 1: Skill In Blume et al. (2019), skill identification was the initial part of
identification participants moving forward with either closed skills (reproduction
of procedure for completion of task) or open skills (accomplishment
of task using general principle). As sessions progressed, participants
expressed their increasing ability to look at a situation through the
context of the game and select appropriate actions to problem solve
(open skills).
Subtheme 3: Problem Lord et al. (2011) discussed the aspect of leadership in which a leader
resolution can affect intrapersonal constructs within a group or team, which
then allows the group or team to adapt their behavioral responses in
varying situations, creating a more complex and dynamic form of
leadership.
Main theme 2: Social Lofgren and Fefferman (2007) identified the human factor in the
interactions virtual world of World of Warcraft. The team noted the strong
division of those who would “troll” others by leading infected
nonplaying characters into low-level areas to kill everyone and
those who would attempt to assist the infected to heal them.
Subtheme 3: Conflict P. Brown and Levinson (1987), Rodriguez and Boyer (2018), and
resolution Rudra et al. (2011) noted that role-playing in a business setting has
been used for years; one of the areas business role-playing is used is
in conflict resolution training.
Main theme 3: Leadership T. Brown (2011) noted that role-playing games disrupt the Sloan
leadership model by not having a designated and permanent team
leader. The team leader is selected by the team-up group based on
experience, skill, knowledge, etc., providing numerous
opportunities for players to partake in leadership positions.
Subtheme 3: Empathy As stated in Hesse et al. (2015), collaborative problem-solving
requires the full use of social skills, including a shared mindset,
plan, and goal for the problem. Extrapolating from those
requirements, one could assume that there is also a shared empathy
among the participants and that empathy could further extend to the
nonplaying characters or enemies being faced in the game situation.
This would factor into the participants’ abilities to act with justice,
mercy, or other action.

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Participants had opportunities presented to them during the sessions where they could

take the lead in a situation. There were some minor challenges when these situations arose

that were handled in the moment (such as one person talking over another); however, the

participants seemed able to navigate team conflicts well. One participant discussed the

significance of their developing social interactions due to mental health issues, including

autism spectrum disorder. Two participants identified the potential of TRPGs being used

with children to teach social skills and collaborative problem-solving.

T. Brown (2011) and Vella et al. (2020) identified the principle of freedom to fail in

the use of online games, and one participant also mentioned this principle during their

interview. During observations of the sessions, the researcher noted the team dynamics and

emerging leaders during the sessions, which Curral et al. (2017) discussed at length. Their

findings were important to note in the present study because the emerging leaders spoke

toward their social awkwardness or mental health issues. Lord et al. (2011) also discussed

the aspect of leadership in which a leader can affect intrapersonal constructs in a group or

team, which then allows the group or team to adapt their behavioral responses in varying

situations. This creates a more complex and dynamic form of leadership, supporting the

present study’s subthemes of conflict resolution and problems resolution.

The participants’ abilities to articulate their acknowledgement of their perceived

development in social skills satisfies the intent of RQ3. The advancement from feeling lost

and alone to taking the opportunities presented to be involved in the leadership of the team

coincides with research presented in T. Brown (2011), Hesse et al. (2015), Parker and Lepper

(1987), Staňková et al. (2019), Witwer (2015), and Wright et al. (2020) stating that

cooperative learning in a safe setting, such as an RPG, produces opportunities for participants

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to act and react without fear of social stigma or negative workplace consequences. The

findings from this study regarding the data-driven research question furthered findings from

T. Brown and Vella et al. (2020) by providing a much-needed view from the participant-

player viewpoint of how the concepts of empathy (a subtheme) in the constraints of gender

presentation to the group affect team dynamics and emergent leadership.

Unusual Findings

During the final interview, Pavel mentioned how the training and focus on skills,

especially those in the social realm, proved to be vital to their development as a person on the

autism spectrum and who also possesses several other mental health issues. As indicated in

Pavel’s comment, neurodivergent people need safe spaces to try different social interactions.

Dungeons & Dragons is a distinctly social game, requiring teamwork, networking, and other

social interactions (Witwer, 2015). Valorozo-Jones (2021) noted that neurodivergent players

may seem like they are able to collaborate and work in groups and teams; however, they tend

to frequently defer to others’ wants and needs and prioritizing others over themselves.

Calandra stated, “Developing my ability to play D&D has already helped me become more

decisive, more honest, and open about my thoughts and feelings, and more vocal about

needing help—especially in a group.” Pavel’s affirmation was the following:

I’m autistic . . . but due to RPGs and tabletops specifically, I feel like I’m getting a lot
more confidence in my use of language skills, in the use of language to paint a clearer
picture of what I would like from people.

The fact that a participant was able to link neurodivergency with leadership

development in the context of a role-playing setting was unusual and spoke to the

participant’s developed skills of problem identification and problem resolution. This finding

was not something the present study’s researcher considered when discussing the evolved

research question with participants during their final interviews. The researcher is also
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neurodivergent and hypothesized that many RPG players, in particular those who play high

fantasy and horror genre RPGs, are also neurodivergent. Neurodivergency was not a topic in

the scope of this study; it does, however, suggest avenues for future research, as delineated

later in this chapter.

Limitations of the Research

This study reflects several limitations. Key among them was the sample size. Initial

participant recruitment efforts only yielded three responses. Snowball sampling—sharing the

recruitment post across various social media outlets—was then encouraged, which resulted in

six additional responses.

Of the original participants, one never played in any of the sessions, one withdrew for

mental health reasons, one played in one session, and the other six played in anywhere from

two to five sessions each. Losing these players increased the lack of large-scale data, which

limited the generalization of the qualitative findings. Qualitative findings, in and of

themselves, are limited in terms of generalization; the loss of participants only compounds

the issue for the present study.

The amount of allowable experience became a liability during the play sessions. Two

participants had never played Dungeons & Dragons. One participant was also a dungeon

master (which is the same as a GM) for another group, despite only playing for 1 year,

meaning the participant understood the game to the extent that they could facilitate scenarios

and campaigns—a managerial level in a business context. Two participants played in

multiple games per week since the start of quarantine in March 2020, meaning they were able

to have consistent play time for 1.5 years prior to the start of the study, which is uncommon

in typical TRPG settings. Three participants played in weekly tabletop RPGs that included a

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Dungeons & Dragons game, which again is unusual and deviated from a stereotypical group.

As for experience with Roll20, all but the GM and two participants had experience with

Roll20 to various degrees. This could have bias implications for the data. However, as with

all qualitative data, it is difficult to analyze the credibility and validity of the data because it

is subjective.

There were some technical issues during Session 0 (the first session to introduce the

players to each other and their play styles). The GM had difficulty loading the maps and

tokens needed for the game into Roll20. A significant portion of time was taken so the GM

could figure out how to insert the necessary items for the game.

After the first session, the GM chose to seek out a teacher for Roll20 and spent

approximately 2 hr learning the intricacies and idiosyncrasies of the software between

Session 0 and Session 1 of the study. By engaging with someone who possessed more

experience, the GM was able to learn the system quickly and provide a smooth session for

the next dedicated game night. The participants also managed to skip over most of the

prepared scenario in Session 3, forcing the GM to run the beginning of the next scenario

unprepared. This situation can be common in the game, depending on how the team works

together and whether the members allow for engaging NPCs in dialogue that potentially

could eliminate combat. Everyone handled the sudden change very well, and the participants

expressed how much fun they had during that session. This situation required expert

knowledge to understand not only the data collected but also the detriment to credibility and

validity of the data collected.

The questionnaire administered to the study participants provided several skills

germane to leadership development that they could select from. However, this could have

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introduced a bias into the study since there was no request for feedback or suggestions from

participants. Qualitative research is also often limited by fewer funds and less time;

however, it also costs a significant amount of time and energy to manage, gather, and analyze

the data.

This study was originally designed as a mixed methods study involving a comparison

between virtual TRPGs and in-person TRPGs. However, the pandemic created a situation in

which players were forced to default to virtual worlds. This particular and unique situation

caused a limitation in how participants were recruited. The original idea of fewer than 3

years of playing because TRPG groups have trouble scheduling consistent games was

retained; however, the pandemic allowed for people to play in multiple games per week,

increasing their familiarity with the game and system.

As seen in Kenner and Weinerman (2011), soft skills development is done informally,

and as Wright et al. (2020) noted, RPGs such as Dungeons & Dragons are informal. As

Taylor and Lamoreaux (2008) stated, for the brain to make meaningful connections in the

adult learning process, the learning needs to be associated with a physical, embodied

experience, which, as Wright et al. stated, is how Dungeons & Dragons works. Based on

emergent data from this study, there is a lack of information on neurodiversity in adult

learners, especially in the workplace. Of the articles reviewed for this study, most were on

cognitive disabilities in children and adolescents or focused on more severe neurodivergence

such as autism spectrum disorders, schizophrenia, etc. Few journal articles seemed to

address more common neurodivergent issues such as ADHD or childhood PTSD, which are

common psychological issues stemming from hyperactivity in the brain or childhood trauma.

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Implications for Theory and Research

Wright et al. (2020) stated that RPGs such as Dungeons & Dragons could be tools for

training and development of moral judgment. Their study focused on gathering quantitative

data to determine if moral development occurred in the two test groups. There was, however,

no feedback from the participants on how they felt about the experiment or how they

perceived their own development. Pragmatically speaking, it is necessary to understand

participants’ thoughts, opinions, and feelings when it comes to training initiatives, especially

if the initiatives are to be considered for implementation in a nonacademic setting. Since

Wright et al. focused primarily on the quantitative side of research, the present study’s

qualitative aspect balances and confirms Wright et al.’s findings.

Pavel, a participant in the present study, discussed at length issues with

neurodivergence and expressed how they believed RPGs such as Dungeons & Dragons and

Call of Cthulhu had helped them in displaying more neurotypical social skills. They

admitted they were not where they would like to be in their development of neurotypical

social skills, but RPGs provided them the opportunity to safely try interactions that may have

more negative consequences in the real world. They also expressed how being able to

sample these behaviors in the game setting resulted in the opportunity to discuss why

something worked or did not work and the opportunity to analyze the interaction in an

introspective way to understand the reasons what they chose to do worked or did not work.

More research in neurodiversity and training using RPGs is needed.

The present study’s researcher acknowledges the many references to Pavel in this

document. The multiple references are not because Pavel’s insights were more important

93
than others, it was that Pavel consistently provided more data than the others in the weekly

journals.

Future Research

Based on the present study’s findings, additional research on how RPGs in the

context of leadership and talent development could fall under the category of diversity,

equity, and inclusion initiatives by addressing questions aimed toward neurodivergency is

indicated. Anecdotally, many people who play RPGs self-identify as neurodivergent.

Neurodiverse or neurotypical self-identifying gamers could provide populations for

numerous studies, including replicating the current study with a specific subset of self-

identified gamers from various professional backgrounds. Future replications of this study

could focus on specific professional-level groups such as executives, middle management,

supervisors, and leadership trainees. A compare/contrast case study could then draw more

data to further determine the viability of RPGs as training tools in an organizational

development setting.

Further, conducting this study as originally intended—as a mixed methods study—

could provide even more insights as the participants’ responses and reflections would inform

any test data that would come from skills-based assessments conducted before, at midpoint,

and after the study. There are many avenues to explore; future research is definitely needed,

and there are more possibilities than can be presented here.

Conclusion

COVID-19 caused a shift in how people interact. The world became smaller as

people were able to connect in virtual spaces. One of the unforeseen subcultures to grow

during the pandemic was that of virtual tabletop gaming, which allowed people to interact

94
with other humans while keeping socially distant. It was also a way for people to develop

certain soft skills if they paid attention to doing so.

The purpose of this qualitative exploratory single-case study was to explore the

thoughts and feelings on skill transference from five sessions of Dungeons & Dragons. The

skills specified on the intake questionnaire were chosen specifically due to their leadership

qualities. Journal prompts over the 5 weeks and a final in-depth interview with five of the

participants were used to collect data regarding their perceptions of their abilities to identify

and transfer skills from the game scenarios to their daily lives. The study addressed three

research questions regarding participants’ perceptions of their ability to transfer skills and,

specifically, their feelings on their personal development of social interactions. The

participants identified skills they were able to transfer and describe scenarios in which they

found themselves doing so. There was no measurement of increase of skill ability, only the

participants’ perceptions.

Two participants specifically mentioned using RPGs as a means for developing social

skills in children and those with autism spectrum disorder, among other neurodiversity. The

participants reported feeling able to use skills from the game in their daily lives by the

conclusion of the study. However, several were initially uncertain and frustrated by not

being immediately capable of doing so.

Further research into using TRPGs for the neurodiverse population would not be

remiss. This study added to the greater body of knowledge by demonstrating the human

aspect of skill transference in an applied gaming setting and offering practical applications in

the realm of the neurodivergent population for leadership development through TRPGs.

95
Leadership development that focuses on the whole person and engages the participant in their

own learning has the greatest critical success.

96
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Appendix A: Full List of Interview Questions and Journal Prompts

Journal Prompts, Weeks 1-3

1. Your character is faced with a challenging problem. Describe how they face the

problem and break it down into steps.

2. You are at work or school and are faced with a challenging problem. Describe how

you would face the problem, as your character, and break it down into steps.

3. You are preparing a meal for your family and friends. Each component has a different

time requirement—up to 2 hours—and different oven temperatures. Describe your

process for ensuring all the food comes out and remains hot.

4. Describe your understanding of using skills from the game in a work or school

setting.

5. Describe your overall feelings on the significance of being able to use the skills from

the game in your work or school life.

Journal Prompts, Weeks 3-5

1. On the intake questionnaire, you listed your top 3 skills that you wanted to work on

during this study. The selection of skills was as follows: Interpersonal

Communication, Networking, Decision Making, Creative Problem Solving, Time

Management, Resource Management, Goal Setting, Oral Presentation Skills.

Reviewing these skills, please identify a skill that you used in the game this week and

discuss how you were able to use it during your week at school or work (whether or

not it was one of your selected 3).

2. How do you feel about your ability to identify situations where the specific skill

would be useful and necessary?

112
3. How do you feel developing this skill will help you progress towards your career

goals?

4. In general, we talk about soft skills that are transferrable throughout our lives. These

soft skills include concepts such as time management, creative problem-solving, goal

setting, etc. (the skills we discussed at the beginning of this study). What are your

thoughts or feelings on the importance of developing these skills for leadership

positions?

5. Identify one situation from the scenario that you feel you could have done better and

explain what you would have done differently. This can be a choice you made in the

moment, or it could be an observation of another participant’s choice and what you

would have done differently. If you can identify a soft skill to employ, please do so.

Interview Questions

1. Overall feelings of ability to transfer skills?

1a. How do you think those skills will help you in your career trajectory?

2. Overall feelings on significance of skill transference?

3. How do you feel about using a game such as this to train certain skills?

3a. How do you feel about a virtual setting vs. an in-person setting?

3b. Do you think there is a hindrance in a virtual setting where you lack certain non-

verbal cues?

4. In your opinion, what is the most important social skill you learned from an RPG?

5. What is a social skill you would like to learn from an RPG?

6. What was the most significant social interaction in our game and what impact
did it have on you?

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Appendix B: Intake Questionnaire

1. What is your current profession?

2. What is/are your career goal/s?

3. What are the top 3 skills you would like to improve to start moving toward

obtaining your career goal(s) (choose from below)?

4. What is your experience with Dungeons & Dragons?

Skills

Interpersonal Communication

Networking

Decision Making

Creative Problem Solving

Time Management

Resource Management

Goal Setting

Oral Presentation Skills

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Appendix C: Game Master’s Notes and Changes

1. Chapter 2 contains a good bit of faction content. This content was not used for

this study since it would slow the progress and was not germane to training-focus of

the study.

2. In Chapter 4, the GM must select an order in which to approach 10 scenarios.

They are listed as Spring, Summer, Autumn, and Winter. It was during this chapter

that one of the sessions was truncated by clever teamwork. The path chosen was

Spring; the encounter missed was: The Alley.

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