Abstract
Electronic game is a rising resource which is used to develop the players’ multiple intelligences. This paper tested the intrapersonal intelligence of 192 middle school students who play role-playing game (RPG) by questionnaire, aiming at exploring the effects of RPG on intrapersonal intelligence. The results showed that RPG has a positive effect on students’ intrapersonal intelligence, and the effect is subject to factors such as age, frequency of playing games and RPG type. It concluded that Role-playing game could help improving students’ intrapersonal intelligence, and gave some suggestions about the development of RPG and students’ intrapersonal intelligence in the future. The study highlighted a new approach of developing middle school students’ multiple intelligences in the current educational environment.
Keywords
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsPreview
Unable to display preview. Download preview PDF.
References
Wang, W.: Video Games and Multiple Intelligences Cultivation, pp. 56–92. Publish House of Electronics Industry, Beijing (2009)
Zhang, T., Wang, B.: An Investigation of the Impact of Electronic Games on Middle School Students’ Interpersonal Intelligences. Primary and Middle School Educational Technology 10, 7 (2009)
Lin, G.: The Impact of Educational Games on Preschool Children’s Logical Mathematical Intelligence. Nanjing Normal University, Nanjing (2009)
Li, Y., Wang, W.: Electronic Game Classification Based on Bodily-kinesthetic Intelligence. Software Guide (Educational Technology) 1, 87–89 (2009)
Zhang, L., Wang, W.: The Role of Electronic Games in Promoting the Development of Naturalist Intelligence. Primary and Middle School Educational Technology 6, 28–30 (2010)
Yuan, L.: The Impact of Electronic Games on Middle school students’ Visual Spatial Intelligence. Nanjing Normal University, Nanjing (2009)
William, J.: The Principles of Psychology, pp. 190–201. China City Press, Beijing (2010)
Esther, M.: Anna Freud’s Analysis by Her Father: The Assault on the Self. Journal of Religion and Health 1, 89–95 (2001)
Griffin, S.: Young Children’s Awareness of Their Inner World: A Neo-structural Analysis of the Development of Intrapersonal Intelligence. In: The Mind’s Staircase: Exploring the Conceptual Underpinnings of Children’s Thought and Knowledge, pp. 171–189. Lawrence Erlbaum Associates, Hillsdale (1991)
Gardner, H.: Frames of Mind: The Theory of Multiple Intelligence, pp. 76–87. China Renmin University Press, Beijing (2003)
Franzen, R.J.: Self-perceptions of Multiple Intelligences among Students from a Middle School in the Midwest. In: Dissertation Abstracts International Section A: Humanities and Social Science, University Microfilms, p. 82 (2000)
Wang, W.: Video Games and Multiple Intelligences Cultivation, pp. 15–17. Publish House of Electronics Industry, Beijing (2009)
Li, L.: Self-regulation Strategies of Network Game and its Impact on Teenagers’ Psychological Development. Modern Primary and Secondary Education 7, 35–38 (2004)
Qi, W., Ge, M.: Role-playing Game and its Impact on Teenagers ’ Mental Health. Chinese Journal of School Doctor 1, 109–111 (2009)
Park, A.E., Henley, T.B.: Personality and Fantasy Game Character Preferences. Imagination, Cognition and Personality 6, 2372–2379 (2008)
Jennifer, J.B.: Games People Play: Identity and Relationships in an Online Role-Playing Game. Duquesne University, Pennsylvania (2005)
Jang, Y.: Exploring Game Experiences and Game Leadership in Massively Multiplayer Online Role-playing Games. Brit. J. Educ. Technol. 4, 616–623 (2011)
Prensky, M.: Digital Game Based Learning, pp. 8–19. Paragon House Publishers, Saint Paul (2007)
Wang, Y.: A Research on the Influence of Role-playing Games on College Students’ Role Socialization. Harbin Institute of Technology, Harbin (2011)
Maciuszek, D., Martens, A.: Computer Role-Playing Games as an Educational Game Genre: Activities and Reflection. In: Thomas, C., Mark, S. (eds.) European Conference on Games Based Learning, pp. 368–500. Academic Conferences Limited, Cork (2011)
Timplalexi, E.: A Case Study in Educational Game Designing: Junior Chemists in Action! In: Thomas, C., Mark, S. (eds.) European Conference on Games Based Learning, p. 595. Academic Conferences Limited, Cork (2011)
Chung, T.: Table-top Role-playing Game and Creativity. Thinking Skills and Creativity 6, 1871–1872 (2012)
Shaffer, D.W.: Video Games and the Future of Learning. Phi Delta Kappan 2, 105–111 (2008)
Akkuzu, N.: The Design of a Learning Environment Based on the Theory of Multiple Intelligence and the Study its Effectiveness on the Achievements, Attitudes and Retention of Students. In: World Conference on Information Technology, p. 3. University of Barcelona, Barcelona (2012)
Holowchak, M.A.: Freud on Play, Games, Sports Fanaticism. Journal of the American of Psychoanalysis and Dynamic Psychiatry 4, 695–715 (2011)
Yang, N.: Game Theories of Piaget. Journal of Preschool Education Studies 1, 12–14 (1994)
Gee, J.P.: Why video games are good for your soul: Pleasure and Learning, pp. 4–10. Common Ground Publishing, New York (2005)
Gee, J.P.: Good Video Games and Good Learning. Phi Kappa Phi Forum 2, 33–37 (2005)
Huang, Z.: How Video Games Affect the Players’ Multiple Intelligences. Nanjing Normal University, Nanjing (2008)
Zhang, G.: Multiple Intelligences Evaluation: Two Groudbreaking School-based Experimental Studies, pp. 34–35. Educational Science Publishing House, Beijing (2007)
Guinee, J.P.: Erikson’s Life Span Theory: A Metaphor for Conceptualization the Internship Year. Professional Psychology: Research and Practice 6, 615–620 (1998)
Lin, C.: Developmental Psychology, pp. 342–348. People’s Education Press, Beijing (2009)
Harter, S.: The Development of Self-representations during Childhood and Adolescence. In: Leary, M.R., Tangney, J.P. (eds.) Handbook of Self and Identity, pp. 610–642. Guilford Press, New York (2003)
Mowat, J.: The Development of Intrapersonal Intelligence in Pupils Experiencing Social, Emotional and Behavioural Difficulties. Educ. Psychol. 3, 227 (2011)
Su, Y.D., Jia, J.F.: A Study on Middle School Students’ Stresses and Coping Strategies. The Science Educational Article Collects 4, 81–81 (2004)
Guo, C.: Research on Adolescent Academic Self. Southwest University, Chongqing (2004)
Lepper, M.R., Malone, T.W.: Instinct Motivation and Instructional Effectiveness in Computer-based Education. In: Snow, R.E., Farr, M.J. (eds.) Aptitude, Learning and Instruction: Conative and Affective Process Analyses, pp. 255–286. Lawrence Erlbaum Associates, Hillsdale (1987)
Statistical Report on Internet Development in China, http://www.isc.org.cn/zxzx/ywsd/listinfo-21627.html
Chinese Online Game Industry Report, http://hi.baidu.com/tangziming/item/f7e1819347691ef029164731
Campbell, L.: Teaching and Learning through Multiple Intelligence, pp. 291–293. China Light Industry Press, Beijing (2001)
Lin, C.: Developmental Psychology, pp. 329–341. People’s Education Press, Beijing (2009)
Matthew, G.K.: Greening the Gamescape: How Virtual Game Worlds Can Reflect Real-World Environmental Values. University of Minnesota, Minneapolis (2010)
Wang, W.: Video Games and Multiple Intelligences Cultivation, pp. 95–141. Publish House of Electronics Industry, Beijing (2009)
Jung, H.K., Chung, S.C., Jung, L.: The Effects of Escape from Self and Interpersonal Relationship on the Pathological Use of Internet Games. Community Mental Health 47, 113–121 (2011)
Jeffery, S.: Video Game Addiction and Depression Rates among Online Video Game Players. The Wright Institute, Berkeley (2008)
Zhang, L., Wang, W.: The Application Status and Problems of Electronic Game in Youth Education. Software Guide (Educational Technology) 10, 31–35 (2008)
Zhang, T., Wang, W.: An Investigation on the Distribution of Electronic Game Players’ Multiple Intelligences. Journal of Nanjing Normal University (Natural Science Edition). Special Issue: Education and Teaching 32, 6 (2009)
Dickey, M.D.: Game Design and Learning: A Conjectural Analysis of How Massively Multiple Online Role-playing Games (MMORPGs) Foster Intrinsic Motivation. Educational Technology, Research and Development 3, 253–273 (2007)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2013 Springer-Verlag Berlin Heidelberg
About this chapter
Cite this chapter
Li, Q., Zhang, T., Wang, B., Wang, N. (2013). Effects of RPG on Middle School Players’ Intrapersonal Intelligence. In: Pan, Z., Cheok, A.D., Müller, W., Liarokapis, F. (eds) Transactions on Edutainment IX. Lecture Notes in Computer Science, vol 7544. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-37042-7_10
Download citation
DOI: https://doi.org/10.1007/978-3-642-37042-7_10
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-37041-0
Online ISBN: 978-3-642-37042-7
eBook Packages: Computer ScienceComputer Science (R0)