Latinas are underrepresented in positions of leadership in the United States. Similar to other women of color, Latinas face a myriad of personal challenges and professional barriers in leadership development. The complexities of experiencing layers of oppression, a bicultural identity, and a lack of representation in leadership-development practice render a need for new approaches. This need can be met with innovative, creative, and culturally sensitive approaches to Latina leadership development. This article explores unique aspects of Latina leadership development that emerged during the process of creating a facilitated Latina leadership game. El Rio de Dichos is a game-based workshop centered around the theme of dichos, common Spanish idioms, that allow players to explore cultural themes, differing Latina leader personas, and the notion of scarce resources in the context of organizational leadership.
IJRP 11: Full Issue Table of Contents Evan Torner, Sarah Lynne Bowman, and William J. White, “Editorial Introduction to Issue 11” Some context for the current issue, especially with regard to current critiques of themes of violence and oppression in games, as well as this year’s Call for Papers on Applied Role-playing Games and the excellent articles submitted in response. Sarah Albom, “The Killing Roll: The Prevalence of Violence in Dungeons & Dragons” A textual analysis evaluating the language used in the Dungeons & Dragons 5th Edition Player’s Handbook. This article discusses the ways that the text incentivizes characters to take violent actions more often than offering peaceful solutions. Diana J. Leonard, Jovo Janjetovic, Maximilian Usman, “Playing to Experience Marginalization: Benefits and Drawbacks of ‘Dark Tourism’ in Larp” An examination of how playing characters with marginalizations the player does not share can lead to perspective taking and empathy, but can also cause harm if not done with care. Joe Lasley, “Fantasy In Real Life: Making Meaning from Vicarious Experiences with a Tabletop RPG Internet Stream” A qualitative study examining seven fans of the livestream show Critical Role, in which actors play Dungeons & Dragons. The fans described an increase in their well-being due to parasocial relationships with the fiction and players in the show. Kerttu Lehto, “Role-Playing Games and Well-Being” A secondary literature review discussing the main themes in role-playing game studies, as well as arts and well-being as fields of study. This author advocates for more dialogue between these fields as a fruitful line of inquiry, especially with regard to the design of games for personal development and well-being. Josephine Baird, “Role-playing the Self – Trans Self-Expression, Exploration, and Embodiment in Live Action Role-Playing Games” An autoethnography blending gender theory with personal experience exploring gender in role-playing games and other performance spaces. The author considers how best to design larps explicitly to help trans people embody their identities. Katrin Geneuss, “The Use of the Role-playing Technique STARS in Formal Didactic Contexts” A summary of Design-based Research on 16 educational live action role-playing games (edu-larps) created for German schools. This article offers several best practices for educators who seek to implement edu-larp in the classroom.
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