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Role-playing or roleplaying is the changing of one's behaviour to assume a role, either unconsciously to fill a social role, or consciously to act out an adopted role. While the Oxford English Dictionary offers a definition of role-playing as "the changing of one's behaviour to fulfill a social role", [1] in the field of psychology, the term is used more loosely in four senses:
Many children participate in a form of role-playing known as make believe, wherein they adopt certain roles such as doctor and act out those roles in character. Sometimes make believe adopts an oppositional nature, resulting in games such as cops and robbers.
Historical re-enactment has been practiced by adults for millennia. The ancient Romans, Han Chinese, and medieval Europeans all enjoyed occasionally organizing events in which everyone pretended to be from an earlier age, and entertainment appears to have been the primary purpose of these activities. Within the 20th century, historical re-enactment has often been pursued as a hobby.
Improvisational theatre dates back to the Commedia dell'Arte tradition of the 16th century. Modern improvisational theatre began in the classroom with the "theatre games" of Viola Spolin and Keith Johnstone in the 1950s. Viola Spolin, who was one of the founders the famous comedy troupe Second City, insisted that her exercises were games, and that they involved role-playing as early as 1946. She accurately judged role-playing in the theatre as rehearsal and actor training, or the playing of the role of actor versus theatre roles, but many now use her games for fun in their own right.
A role-playing game is a game in which the participants assume the roles of characters and collaboratively create stories. Participants determine the actions of their characters based on their characterisation, and the actions succeed or fail according to a formal system of rules and guidelines. Within the rules, they may improvise freely; their choices shape the direction and outcome of the games.
Role-playing can also be done online in the form of group story creation, involving anywhere from two to several hundred people, utilizing public forums, private message boards, mailing lists, chatrooms, and instant-messaging chat services to build worlds and characters that may last a few hours, or several years. Often on forum-based roleplays, rules, and standards are set up, such as a minimum word count, character applications, and "plotting" boards to increase complexity and depth of story.
There are different genres of which one can choose while role-playing, including, but not limited to, fantasy, modern, medieval, steam punk, and historical. Books, movies, or games can be, and often are, used as a basis for role-plays (which in such cases may be deemed "collaborative fan-fiction"), with players either assuming the roles of established canon characters or using those the players themselves create ("Original Characters") to replace—or exist alongside—characters from the book, movie, or game, playing through well-trodden plots as alternative characters, or expanding upon the setting and story outside of its established canon.
In psychology, an individual's personality can be conceptualized as a set of expectations about oneself and others and that these add up to role-playing or role-taking. [3] Here, the role is fiction because it is not real but it has a degree of consistency. [3] Role-playing is also an important part of a child's psychological development. For example, the instance when a child starts to define "I" and separate him or herself from an adult is the initial condition for and the result of role play. [4] There are also experiments that found role-playing resulted in behavioral change such as the case of smokers who reported negative attitude towards smoking after being asked to pretend to be a person diagnosed with lung cancer. [5]
Role-playing may also refer to role training where people rehearse situations, alone or with others, in preparation for a future performance and to improve their abilities within a role. Some examples are occupational training role-plays, educational role-play exercises, medical role-play, and certain military wargames.
One of the first uses of computers was to simulate real-world conditions for participants role-playing the flying of aircraft. Flight simulators used computers to solve the equations of flight and train future pilots. The army began full-time role-playing simulations with soldiers using computers both within full scale training exercises and for training in numerous specific tasks under wartime conditions. Examples include weapon firing, vehicle simulators, and control station mock-ups.
The teddy bear hospital is a roleplay strategy where pediatric and nursing medical students act as a "teddy doctor" to children who act as the carer of a teddy, or another soft toy, requiring consultation. It is used both to reduce anxiety and improve patient outcomes of children, and pedagogically for medical students to better understand children. [6] There are programs for teddy bear hospitals in dozens of universities and medical facilities worldwide.
Role playing may also refer to the technique commonly used by researchers studying interpersonal behavior by assigning research participants to particular roles and instructing the participants to act as if a specific set of conditions were true. [7] This technique of assigning and taking roles in psychological research has a long history. It has been used in the early classic social psychological experiments by Kurt Lewin (1939/1997), Stanley Milgram (1963), and Phillip Zimbardo (1971). Herbert Kelman suggested that role-playing might be "the most promising source" of research methods alternative to methods using deception (Kelman 1965). [8]
Acting is an activity in which a story is told by means of its enactment by an actor who adopts a character—in theatre, television, film, radio, or any other medium that makes use of the mimetic mode.
Improvisational theatre, often called improvisation or improv, is the form of theatre, often comedy, in which most or all of what is performed is unplanned or unscripted, created spontaneously by the performers. In its purest form, the dialogue, action, story, and characters are created collaboratively by the players as the improvisation unfolds in present time, without use of an already prepared, written script.
Industrial and organizational psychology "focuses the lens of psychological science on a key aspect of human life, namely, their work lives. In general, the goals of I-O psychology are to better understand and optimize the effectiveness, health, and well-being of both individuals and organizations." It is an applied discipline within psychology and is an international profession. I-O psychology is also known as occupational psychology in the United Kingdom, organisational psychology in Australia and New Zealand, and work and organizational (WO) psychology throughout Europe and Brazil. Industrial, work, and organizational (IWO) psychology is the broader, more global term for the science and profession.
A live action role-playing game (LARP) is a form of role-playing game where the participants physically portray their characters. The players pursue goals within a fictional setting represented by real-world environments while interacting with each other in character. The outcome of player actions may be mediated by game rules or determined by consensus among players. Event arrangers called gamemasters decide the setting and rules to be used and facilitate play.
A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal system of rules and guidelines.
Social psychology is the scientific study of how thoughts, feelings, and behaviors are influenced by the actual, imagined, or implied presence of others. Social psychologists typically explain human behavior as a result of the relationship between mental states and social situations, studying the social conditions under which thoughts, feelings, and behaviors occur, and how these variables influence social interactions.
Improvisation, often shortened to improv, is the activity of making or doing something not planned beforehand, using whatever can be found. The origin of the word itself is in the Latin "improvisus", which literally means un-foreseen. Improvisation in the performing arts is a very spontaneous performance without specific or scripted preparation. The skills of improvisation can apply to many different faculties across all artistic, scientific, physical, cognitive, academic, and non-academic disciplines; see Applied improvisation.
In the field of psychology, cognitive dissonance is described as the mental disturbance people feel when they realize their cognitions and actions are inconsistent or contradictory. This may ultimately result in some change in their cognitions or actions to cause greater alignment between them so as to reduce this dissonance. Relevant items of information include peoples' actions, feelings, ideas, beliefs, values, and things in the environment. Cognitive dissonance is typically experienced as psychological stress when persons participate in an action that goes against one or more of those things. According to this theory, when an action or idea is psychologically inconsistent with the other, people do all in their power to change either so that they become consistent. The discomfort is triggered by the person's belief clashing with new information perceived, wherein the individual tries to find a way to resolve the contradiction to reduce their discomfort.
Experimental psychology refers to work done by those who apply experimental methods to psychological study and the underlying processes. Experimental psychologists employ human participants and animal subjects to study a great many topics, including sensation, perception, memory, cognition, learning, motivation, emotion; developmental processes, social psychology, and the neural substrates of all of these.
Qualitative research is a type of research that aims to gather and analyse non-numerical (descriptive) data in order to gain an understanding of individuals' social reality, including understanding their attitudes, beliefs, and motivation. This type of research typically involves in-depth interviews, focus groups, or field observations in order to collect data that is rich in detail and context. Qualitative research is often used to explore complex phenomena or to gain insight into people's experiences and perspectives on a particular topic. It is particularly useful when researchers want to understand the meaning that people attach to their experiences or when they want to uncover the underlying reasons for people's behavior. Qualitative methods include ethnography, grounded theory, discourse analysis, and interpretative phenomenological analysis. Qualitative research methods have been used in sociology, anthropology, political science, psychology, communication studies, social work, folklore, educational research, information science and software engineering research.
Social influence comprises the ways in which individuals adjust their behavior to meet the demands of a social environment. It takes many forms and can be seen in conformity, socialization, peer pressure, obedience, leadership, persuasion, sales, and marketing. Typically social influence results from a specific action, command, or request, but people also alter their attitudes and behaviors in response to what they perceive others might do or think. In 1958, Harvard psychologist Herbert Kelman identified three broad varieties of social influence.
Psychodrama is an action method, often used as a psychotherapy, in which clients use spontaneous dramatization, role playing, and dramatic self-presentation to investigate and gain insight into their lives. Developed by Jacob L. Moreno and his wife Zerka Toeman Moreno, psychodrama includes elements of theater, often conducted on a stage, or a space that serves as a stage area, where props can be used. A psychodrama therapy group, under the direction of a licensed psychodramatist, reenacts real-life, past situations, acting them out in present time. Participants then have the opportunity to evaluate their behavior, reflect on how the past incident is getting played out in the present and more deeply understand particular situations in their lives.
Viola Spolin was an American theatre academic, educator and acting coach. She is considered an important innovator in 20th century American theater for creating directorial techniques to help actors to be focused in the present moment and to find choices improvisationally, as if in real life. These acting exercises she later called Theater Games and formed the first body of work that enabled other directors and actors to create improvisational theater. Her book Improvisation for the Theater, which published these techniques, includes her philosophy and her teaching and coaching methods, and is considered the "bible of improvisational theater". Spolin's contributions were seminal to the improvisational theater movement in the U.S. She is considered to be the mother of Improvisational theater. Her work has influenced American theater, television and film by providing new tools and techniques that are now used by actors, directors and writers.
Filipino psychology, or Sikolohiyang Pilipino, in Filipino, is defined as the philosophical school and psychology rooted on the experience, ideas, and cultural orientation of the Filipinos. It was formalized in 1975 by the Pambansang Samahan sa Sikolohiyang Pilipino under the leadership of Virgilio Enriquez, who is regarded by many as the father of Filipino Psychology. Sikolohiyang Pilipino movement is a movement that created to address the colonial background in psychology in the country. It focuses on various themes such as identity and national consciousness, social awareness, and involvement, and it uses indigenous psychology to apply to various fields such as religion, mass media, and health.
Roleplay simulation is an experiential learning method in which either amateur or professional roleplayers improvise with learners as part of a simulated scenario. Roleplay is designed primarily to build first-person experience in a safe and supportive environment. Roleplay is widely acknowledged as a powerful technique across multiple avenues of training and education.
The theatre games tradition is a method of training actors that was developed in the 20th century by practitioners such as Joan Littlewood, Viola Spolin, Paul Sills, Clive Barker, Keith Johnstone, Jerzy Grotowski and Augusto Boal. Theatre games are also commonly used as warm-up exercises for actors before a rehearsal or performance, in the development of improvisational theatre, and as a lateral means to rehearse dramatic material. They are also used in drama therapy to overcome anxiety by simulating scenarios that would be fear-inducing in real life.
Live action role-playing games, known as LARPs, are a form of role-playing game in which live players/actors assume roles as specific characters and play out a scenario in-character. Technically, many childhood games may be thought of as simple LARPs, as they often involve the assumption of character roles. However, the scope of this article concerns itself mainly with LARPing in a technical sense: the organized live-action role-playing games whose origins are closely related to the invention of tabletop role-playing games in America in the 1970s.
Cross-cultural psychology is the scientific study of human behavior and mental processes, including both their variability and invariance, under diverse cultural conditions. Through expanding research methodologies to recognize cultural variance in behavior, language, and meaning it seeks to extend and develop psychology. Since psychology as an academic discipline was developed largely in North America and Europe, some psychologists became concerned that constructs and phenomena accepted as universal were not as invariant as previously assumed, especially since many attempts to replicate notable experiments in other cultures had varying success. Since there are questions as to whether theories dealing with central themes, such as affect, cognition, conceptions of the self, and issues such as psychopathology, anxiety, and depression, may lack external validity when "exported" to other cultural contexts, cross-cultural psychology re-examines them. It does so using methodologies designed to factor in cultural differences so as to account for cultural variance. Some critics have pointed to methodological flaws in cross-cultural psychological research, and claim that serious shortcomings in the theoretical and methodological bases used impede, rather than help, the scientific search for universal principles in psychology. Cross-cultural psychologists are turning more to the study of how differences (variance) occur, rather than searching for universals in the style of physics or chemistry.
Psychological research refers to research that psychologists conduct for systematic study and for analysis of the experiences and behaviors of individuals or groups. Their research can have educational, occupational and clinical applications.
Psychology encompasses a vast domain, and includes many different approaches to the study of mental processes and behavior. Below are the major areas of inquiry that taken together constitute psychology. A comprehensive list of the sub-fields and areas within psychology can be found at the list of psychology topics and list of psychology disciplines.