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INTRODUCTION 449<br />

Box 21.1<br />

Dimensions of role-play methods<br />

Form<br />

Content<br />

Set imaginary Person: self versus<br />

versus other<br />

Action<br />

performed<br />

scripted<br />

versus<br />

Role: subject versus<br />

another role<br />

improvised<br />

Dependent verbal versus Context: scenario other<br />

variables behavioural actors audience<br />

Source:adaptedfromHamilton1976<br />

various dimensions of role-play methods identified<br />

by Hamilton are set out in Box 21.1.<br />

To illustrate the extremes of the range in<br />

the role-playing methods identified in Box 21.1<br />

we have selected two studies, the first of<br />

which is passive, imaginary and verbal, typical<br />

of the way in which role-playing is often<br />

introduced to pupils; the second is active,<br />

performed and behavioural, involving an elaborate<br />

scenario and the participation of numerous other<br />

actors.<br />

In a lesson designed to develop empathizing<br />

skills (Rogers and Atwood 1974), a number of<br />

magazine pictures were selected. The pictures<br />

included easily observed clues that served as the<br />

basis for inferring an emotion or a situation. Some<br />

pictures showed only the face of an individual,<br />

others depicted one or more persons in a particular<br />

social setting. The pictures exhibited a variety of<br />

emotions such as anger, fear, compassion, anxiety<br />

and joy. Students were asked to lo<strong>ok</strong> carefully at a<br />

particular picture and then to respond to questions<br />

such as the following:<br />

<br />

<br />

<br />

How do you think the individual(s) is (are)<br />

feeling<br />

Why do you think this is (Encourage students<br />

to be specific about observations from which<br />

they infer emotions. Distinguish between<br />

observations and inferences.)<br />

Might the person(s) be feeling a different<br />

emotion than the one you inferred Give an<br />

example.<br />

<br />

<br />

<br />

Have you ever felt this way Why<br />

What do you think might happen next to this<br />

person<br />

If you inferred an unpleasant emotion, what<br />

possible action might the person(s) take in<br />

order to feel better<br />

The second example of a role-playing study<br />

is the well-known Stanford Prison experiment<br />

carried out by Haney et al. (1973), a brief overview<br />

of which is given in Box 21.2. Enthusiasts<br />

of role-playing as a research methodology cite<br />

experiments such as the Stanford Prison study<br />

to support their claim that where realism and<br />

spontaneity can be introduced into role-play, then<br />

such experimental conditions do, in fact, simulate<br />

both symbolically and phenomenologically the<br />

real-life analogues that they purport to represent.<br />

Advocates of role-play would concur with the<br />

conclusions of Haney and his associates that the<br />

simulated prison developed into a psychologically<br />

compelling prison environment and they, too,<br />

would infer that the dramatic differences in the<br />

behaviour of prisoners and guards arose out of<br />

their location in different positions within the<br />

institutional structure of the prison and the social<br />

psychological conditions that prevailed there,<br />

rather than from personality differences between<br />

the two groups of subjects (see Banuazizi and<br />

Movahedi 1975).<br />

On the other hand, the passive, imaginary<br />

role-play required of subjects taking part in<br />

the lesson cited in the first example has been<br />

the focus of much of the criticism levelled at<br />

role-playing as a research technique. Ginsburg<br />

(1978) summarizes the argument against roleplaying<br />

as a device for generating scientific<br />

knowledge:<br />

<br />

<br />

<br />

Role-playing is unreal with respect to the<br />

variables under study in that subjects report<br />

what they would do, and that is taken as though<br />

they did do it.<br />

The behaviour displayed is not spontaneous<br />

even in the more active forms of role-playing.<br />

The verbal reports in role-playing are very<br />

susceptible to artefactual influence such as<br />

social desirability.<br />

Chapter 21

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