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Abstract

COVID-19 has impacted the mental health of the general public negatively, associated with preventative measures, restricting life activities. These restrictions, such as the stay-at-home strategy, have resulted in heightened stress, depression, loneliness, substance abuse and domestic violence, violating people’s occupational and personal lives. During the pandemic, the demands for roleplay games (RPGs) have increased: for example, the sales of “Dungeons & Dragons” tripled, underscoring the potential mental health benefits of such games. However, research into the mental health benefits of such games remains under-developed, needing more scientific attention. Accordingly, this commentary paper reviews the existing literature, and suggests areas for application and research about RPGs and mental health including psychotherapy, career guidance, education, and people with disabilities. Insights offered can help practitioners and researchers in RPGs and mental health conduct empirical research and develop alternative approaches for mental health in stressful times.
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International Journal of Mental Health and Addiction (2023) 21:3901–3909
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COMMENTARY
Role‑play Games (RPGs) forMental Health (Why Not?): Roll
forInitiative
IanS.Baker1 · IanJ.Turner2· YasuhiroKotera3
Accepted: 25 April 2022 / Published online: 11 May 2022
© The Author(s) 2022
Abstract
COVID-19 has impacted the mental health of the general public negatively, associated
with preventative measures, restricting life activities. These restrictions, such as the stay-
at-home strategy, resulted in heightened stress, depression, loneliness, substance abuse,
and domestic violence, violating people’s occupational and personal lives. During the pan-
demic, the demands for role-play games (RPGs) have increased: for example, the sales of
“Dungeons & Dragons” tripled, underscoring the potential mental health benefits of such
games. However, research into the mental health benefits of such games remains under-
developed, needing more scientific attention. Accordingly, this commentary paper reviews
the existing literature, and suggests areas for application and research about RPGs and
mental health including psychotherapy, career guidance, education, and people with dis-
abilities. Insights offered can help practitioners and researchers in RPGs and mental health
conduct empirical research and develop alternative approaches for mental health in stress-
ful times.
Keywords Dungeons & Dragons· D&D· Mental health· Applications· COVID-19
Mental Health Diculties During COVID‑19
The COVID-19 pandemic has brought negative impacts on our mental health due to
drastic lifestyle changes (e.g. social distancing, quarantine, lockdown). Derivative
impacts such as unstable employment and access to health services as well as the fear
of being infected with the virus have raised stress levels (Bhandari etal., 2021). The
rates of anxiety and depression areincreasing more rapidly than ever before, with a rise of 20%
in stress levels since the beginning of the pandemic (Rajkumar, 2020; Vindegaard & Benros,
2020). Levels of domestic abuse and substance use have also increased (Abramson,
2021; Evans etal., 2020). Research has identified many risk factors for mental health
* Ian S. Baker
i.s.baker@derby.ac.uk
1 School ofPsychology, University ofDerby, Kedleston Road, DerbyDE211GB, UK
2 Provost, Learning & Teaching: Student Performance, University ofDerby, Kedleston Road,
DerbyDE211GB, UK
3 University ofNottingham, NottinghamNG72RD, UK
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difficulties in COVID-19, including poor sleep quality (Liu etal., 2020), being female
(Liu et al., 2020), working in healthcare (Kotera etal., 2021), those with a pre-COVID
medical diagnosis (Barber etal., 2020), and being a migrant (Bhandari etal., 2021). The
diversity of these factors implies that COVID-19 has impacted our mental health on a
broad level: many of us have been mentally impacted by COVID-19.
Despite the large and broad impact of mental health difficulties, appraisal for effec-
tive treatment remains to be refined. Indeed, reduced rates of mental health difficulties
have been found in some countries; however, these changes can be explained by exter-
nal events. For instance, in the UK, the level of anxiety has dropped from 62% in March
2020 to 42% in February 2021 among the general population, and from 67% in June
2020 to 58% in February 2021 among people with a pre-existing mental health diagno-
sis (Mental Health Foundation, 2021). These improvements can be understood as being
a result of the administration of the vaccine, initiated in December 2020 (British Broad-
casting Corporation, 2020) earlier than most countries, but this left the root cause of the
COVID-19 mental health difficulties untreated. Unsurprisingly, the rate of people who
feel that they are coping with stress associated with the pandemic has reduced from 73%
in April 2020 to 64% in February 2021 (Mental Health Foundation, 2021). Significant
post-COVID-19 mental health challenges are expected (Mayne, 2020), with the poten-
tial for us to experience a worldwide outbreak of mental health problems alongside or
following COVID-19 (Pies, 2020). These findings illustrate the need for developing an
effective and practical mental health strategy. On an individual level, one emergent cop-
ing strategy during the pandemic was the increased use of role-playing games (RPGs).
Increasing Demand forRole‑playing Games (RPGs) During
thePandemic
Role-playing games emerged from wargames which, in turn, originated in ancient strategy
games, particularly chess. Role-playing games are unlike wargames in that they are co-
operative in nature and the operational level is on the individual rather than groups, units,
battalions, etc., and the interactions can be complex, going beyond combat. A typical role-
playing game involves a “Dungeon Master” (DM, or “Games Master”) who describes what
the other players can see and experience, outlines the nature of the imaginary world, and
controls the non-player characters (NPCs) that the players interact with. The DM also out-
lines the missions, tasks, problems, and challenges the players face, but the decisions they
make can be relatively open-ended, resulting in a complex and multi-layered experience.
The players each control one (occasionally more) character that has set characteristics and
abilities that are determined by a numerical value, and this is supplemented by equipment
that may help their abilities. These characteristics and abilities are typically constructed
via set formats, and when a player wishes their character to perform an action (e.g. climb
a wall, swing a sword, cast a spell, persuade someone), they have to roll a die and add or
subtract values based upon how good their character is at that task; typically a higher roll
will indicate success, and the DM will describe the consequences of the success or failure
of the die roll. This creates a rich, narrative-based interaction between DM and players that
is akin to modern storytelling; the players are not playing “against” the DM, but rather all
participants are joined together in a shared story experience. This can be face-to-face or
online, and there are dedicated online systems (e.g. D&D Beyond, Roll20) for playing such
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games. Much of the experience relies upon the imaginations of the participants, but this
can be augmented with the use of miniatures that represent the players and the NPCs, and
two-dimensional maps (with or without three-dimensional terrain) to help make the experi-
ence more immersive. In the online environment, this has been extended to players being
only able to see the parts of their environment that their characters themselves can see,
resulting in surprises for the uncautious (or unlucky) player.
Due to the plethora of games available today, the setting of a particular role-playing
game can be varied, from fantasy to science-fiction, from history to horror. The first role-
playing game (known as “Generation 1”) available commercially was Dungeons & Drag-
ons (or D&D/DnD), designed by Gary Gygax and Dave Areson and published in 1974.
Although its popularity has ebbed and flowed over the years, it has also experienced its
controversies, for example, in the 1980s it formed part of the “Satanic Panic” in the USA
which claimed that “this imaginary game could induce players to believe its fantasy was
real, they believed that players mistakenly thought the fantasy of the game was imaginary,
when it actually indoctrinated them into real-world witchcraft and demonology.” (Peter-
son, 2021; p. 181) which led to devils and demons being removed from its 2nd Edition
(Grundhauser, 2016). There have also been issues with stereotypes around the portal of
race with supplements such as Oriental Adventures in 1985 and the Tomb of Annihilation
in 2017 being criticised for how Black culture is presented and amalgamated (D’Anastasio,
2017); Garcia (2017) has explored how players’ identities and experiences are influenced
by the deceptions of constructs like race and gender in D&D. However, recent research
into whether people view orcs as racist has indicated that playing D&D was not associated
with higher levels of ethnocentrism or racism, and priming people questions regarding if
certain material is racist may prime them to see racism in such material (Ferguson, 2022).
Hollander (2021) argues that D&D can yield a personal-political edification providing an
informal “moral training” but notes it can also reinforce harmful associations that exist
towards others.
Even with controversies, it remains popular. As of 2014, it is now in its fifth edition, and
it has seen a tremendous growth in recent years, with Wizards of the Coast (a division of
Hasbro which owns the game) estimating over 50 million people had played the game, and
their revenue increased 24% in 2020 to over $816 million. Part of this surge in growth has
been as a reaction to the COVID-19 pandemic, with Fandom (the owners of D&D Beyond,
an online platform where D&D can be played) reporting their number of subscribers dou-
bling between 2019 and 2020, and individuals reporting that playing D&D has supported
their mental health during the pandemic (Skipwith, 2021). Although there are a multitude
of RPGs available (including highly related ones, such as Pathfinder) and the conclusions
drawn here could apply to most of them, due to its historical status in the community and
increased popularity during the pandemic, D&D is the main focus of this piece.
Impact ofRole‑playing Games onMental Health
D&D has a long history with mental health. In its early years, it was incorrectly linked by
the mainstream media to teenage delinquency and immorality, without any demonstrable
causal relationship. Not long after the game’s development, the alleged role of D&D in the
disappearance of James Dallas Egbert III and the suicide of Irving Bink Pulling II, along-
side religious condemnation of D&D based on its purported links to satanism and other
controversies mentioned previously, created a stigma associated with D&D that persists
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at times today (Kelly, 2019; Sidhu & Carter, 2020; Polkinghorne etal., 2021). This link
between D&D and psychopathology, caused by the persistence of these stereotypes, has
been investigated by several scholars (Ben-Ezra et al., 2018; Lis et al., 2015). However,
their findings suggest that engagement with D&D is not associated with a sign of psycho-
pathology. They furthermore show that familiarity with D&D leads to a lower likelihood
of that belief. In fact, regular D&D players demonstrated no difference on the scores in the
Beck Depression and Eysenck Personality Inventories compared with a control group, who
did not play the game (Carter & Lester, 1998). Additional research examining the impacts,
both positive and negative, of D&D is needed.
Role‑play Games intheClinical Setting
Role-play in clinical practice is reported to be associated with higher levels of reflection,
empathy, insights about the client, and peer learning (Rønning & Bjørkly, 2019). By simu-
lating a real situation, participants are more able to appreciate people in the context, lead-
ing to better understanding (Caltabiano etal., 2018). RPGs are sometimes used as thera-
peutic tools in psychodrama and drama therapy; psychodrama therapy involves patients
under supervision dramatising a number of scenes such as specific happenings from the
past, often with help from a group, enabling them to reflect on and explore alternative ways
of dealing with them (Kedem-Tahar & Felix-Kellermann 1996). Drama therapy has more
of an emphasis on spontaneity and creativity and employs playful approaches. More spe-
cifically, it is a systematic and controlled approach that uses dramatic action to explore
emotional issues (Kedem-Tahar & Felix-Kellermann 1996).
It has been suggested that D&D, with its narrative structures about overcoming adver-
sity and exploring alternative identities, mirrors aspects of mental health recovery (Kerr
etal., 2020). The use of D&D in a clinical setting is reported as early as 1994 where Black-
mon describes the treatment of Fred (19) who suffered from an obsessional, schizoid per-
sonality. In the therapy sessions, Blackmon (1994) gradually allows Fred to describe his
D&D experiences as he realises it is almost a form of self-therapy and Fred’s character
has provided an outlet for working through his emotions in a safe way. Blackmon specifi-
cally notes that D and D rule systems shape the fantasy construct of the game, the structure
is not there to constrict but to reduce anxiety and enable. Kallam (1984) observed that a
group of “mildly handicapped” adolescents who played D&D twice a week, for 9 weeks,
gradually developed higher self-efficacy and capacity for creative and complex situations
when playing D&D compared to a control group. There are other published studies that
touch on the effectiveness of psychodrama and drama therapy adaptations of role-playing,
though not in all cases focusing specifically on D&D (Enfield, 2007; Rosselet & Stauffer,
2013; Zayas & Lewis, 1986; Hughes, 1988). Much of this work is based on localised case
studies which makes it difficult to extract the essential aspects into clinical recommenda-
tions which could be tested on a larger scale. It does indicate that RPGs could provide a
structured “safe space” (Dare etal., 2021) for the exploration of psychopathologies.
Henrich and Worthington (2021) conducted a rapid evidence assessment of the thera-
peutic utility of D&D, and they found a tentative link between D&D and psychological
benefits such as creativity (Chung, 2013) and empathy (Rivers etal., 2016). This is sup-
ported by the broader literature on RPG, where evidence exists for a wider range of skills
positively impacted by RPG. For example, Abbott etal. (2022) have shown that D&D in
a small therapeutic setting can help increase confidence, the ability to confront situations,
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and cope with unexpected events. Furthermore, the author demonstrates that these skills
were transferred to the real world.
Polkinghorne etal. (2021) agree RPGs offer great potential in the context of narrative
therapy for building resilience and improving the resilience of participants. However, they
argue that not enough consideration has been given to the game’s environments and rules
themselves, with focus localised upon commercial games like D&D. The collaborative
nature of D&D and its scaffolded storytelling experience offers great therapeutic poten-
tial but they argue the game itself is part of that therapeutic experience. The D&D game
world is often used without significant adaptation to the client: there is a lack of explora-
tion of its specific contribution to the therapeutic experience. In a similar theme of tailor-
ing the D&D experience appropriately and the potential benefits of the experience itself,
Mendoza (2020) argues that D&D is not for novices and that the games itself contains very
little guidance on active role-play (5th Edition) and the games’ rules focus heavily on the
“hack-and-slash” mechanisms for gaining in-game experience points to improve your char-
acter. They believe the therapeutic benefits come from D&D familiarity, scaffolding, and
structured rules that specifically reduce anxiety of choice paralysis. Therefore, appropriate
introduction to such games is essential, ideally by experienced and compassionate players.
Role‑play Games intheNon‑clinical Setting
The use of role-play games (rather than therapeutic role-play) in a clinical setting could be
a valuable tool for clinicians. However, their potential benefits in non-clinical settings show
broader promise of assisting people in a COVID-19 world and beyond. Previous studies
have been limited in number and focussed on small samples with qualitative approaches,
but researchers have studied the benefits of D&D play on mental health and wellbeing in
non-clinical settings.
Adams (2013) analysed the Facebook chat log of a nine-person D&D group over a
3-year period using Bormann’s (1972) theme analysis. The four themes that emerged were
(1) democratic ideologies, (2) friendship maintenance (3) extraordinary experiences, and
(4) good versus evil. The findings provide a description of group members’ real-world
needs being met through symbolic in-game interactions evidenced by communicative
markers.
In a similar study, Sargent (2014) undertook a qualitative analysis of six D&D players,
using uniform narrative analysis from structured interviews. Although specific measures
of players’ mental health were not recorded, Sargent did find that playing D&D decreased
players’ social anxiety and allowed them to interact with their own emotional content in
an experience that “meant something” and often was only (perceived) to be possible in
a fictional world. Five of the players reported how trauma during childhood was in part
successfully navigated through playing D&D; likewise, the players describe how gaming
experiences helped them cope with internal conflicts and stress. The sense of community
and belonging was important to the players; they felt that experimentation through their
characters led to improved real-world social skills and the development of new relation-
ships. These relationships in turn were reported by the players as helping them cope with
stressful situations.
In a qualitative study that focussed more specifically on how D&D relates to mental
health, Causo and Quinlan (2021) utilised narrative enquiry to understand the experi-
ences of thirteen players who were recovering from mental health difficulties. Narrative
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enquiry of the interview transcript was undertaken inductively and deductively, and sev-
eral themes were identified that linked D&D to their well-being. These were (a) experi-
encing through characters, (b) skill building, (c) finding space from mental health symp-
toms, (d) safely engaging with mental health difficulties, and (e) building relationships.
The authors report that all five stages of the Psychological Recovery Model (Andresen
etal., 2003) were observed and that all players engaged with D&D in a manner reflec-
tive of their mental health recovery process.
In a theoretical exploration of how RPGs can benefit individuals, Hall (2015) argues
that players benefit from an increased emphasis on role-play as an important aspect of
psychosocial growth. The author suggests D&D characters are well-formed, semi-inde-
pendent personae of their players, who have potential to be equal in influence to an indi-
vidual’s other expressions of personality. Hall argues that players’ D&D characters, like
all aspects of personality, exist at the junction of mythical, psychological, and socio-
logical forces and therefore potentially an important tool for strong mental health. More
recently, and particularly in response to the COVID-19 pandemic, there have been sev-
eral anecdotal accounts in the media of the benefits of playing D&D in supporting the
mental health of children (Krieger, 2021) and adults (Hughes, 2021), addressing social
anxiety in “post-lockdown angst” (Hazel, 2021) and helping autistic individuals con-
structively interact with others (Leach, 2021). These qualitative studies and anecdotal
reports all provide evidence that playing RPGs such as D&D can aid in friendship and
relationship maintenance, mitigation of social anxiety, improved social skills, reducing
stress, alleviation from mental health challenges, and providing connection with oth-
ers. This alone provides strong support for the need for more systemic and wide-scale
research into the benefits of playing RPGs in a COVID and post-COVID world.
Suggestion forApplications andResearch
We have several recommendations for the exploration of how RPGs can be researched
and used to support mental health:
Building upon the qualitative research above, further research could be conducted
examining the experiences of players during the pandemic and how it had supported
them.
There is a dearth of research looking at larger samples of players, their experiences
of and attitudes towards RPGs, and how they have been affected by the pandemic. In
addition, how these relate to other personality characteristics such as anxiety, extra-
version, relationship formation and maintenance, and others.
Qualitative approaches could also be used to examine how neurodiverse individuals
may be able to experience and interact with others using role-play games as a struc-
tured medium of expression.
Mixed method approaches could examine the types of characters players create and
how they use them as a method of exploring aspects of one’s self as a form of posi-
tive expression, such as gender identities or the use of archetypes.
The use of RPGs could be used as an intervention-based approach for the improve-
ment of mental health, such as reducing levels of depression, stress, anxiety, or lone-
liness.
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In terms of pedagogic research, RPGs could be examined as a game-based learning
method for the teaching of probability theory, basic statistics, and exploring ethical
dilemmas.
Due to some of the controversies surrounding the playing of RPGs, when tailoring the
experience of playing it (e.g. Polkinghorne etal.’s (2021) suggestion) in the research
and applications outlined above, an inclusive environment should be engendered to sup-
port the mental health and/or learning of players.
Considering the ever-increasing demands of RPGs associated with the pandemic, their
effects on mental health need to be empirically evaluated, as mental health is a cause of
concern for many countries today. Insights from this article can help practitioners and
researchers in RPGs and mental health conduct empirical research, and develop non-clini-
cal approaches to improve people’s mental health in stressful times. The title of this piece
includes the phrase “roll for initiative”, which in D&D is where each player rolls a die to
determine the order in which they act in combat, with a high roll going first; it is time for
us to roll high and systematically explore how RPGs can help support mental health.
Declarations
Conflict of Interest The authors declare no competing interests.
Open Access This article is licensed under a Creative Commons Attribution 4.0 International License,
which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long
as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Com-
mons licence, and indicate if changes were made. The images or other third party material in this article
are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the
material. If material is not included in the article’s Creative Commons licence and your intended use is not
permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly
from the copyright holder. To view a copy of this licence, visit http:// creat iveco mmons. org/ licen ses/ by/4. 0/.
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... Originally a niche hobby for creators Gary Gygax and Dave Arneson in the early 1970s, D&D has evolved into a cultural phenomenon, blending storytelling, roleplay, and strategy (Gygax, 1974). Its narrative transference and role-play structure provide fertile ground for therapeutic potential in enhancing social skills, empathy, distress regulation, and problem-solving abilities (Abbott et al., 2021;Baker et al., 2022;Causo & Quinlan, 2021;Clarke et al., 2019;Daniau, 2016;Henrich & Worthington, 2021;Gutierrez, 2017;Larche et al., 2021). The continued use of D&D has led to adaptations and the creation of a gaming genre now referred to as Tabletop Roleplaying Games (TTRPGs; Crawford et al., 2014b). ...
... Role-playing games (RPGs) have been shown to enhance self-awareness, social skills, and problem-solving abilities (Abbott et al., 2021;Baker et al., 2022;Clarke et al., 2019;Daniau, 2016). The therapeutic relationship between the player and game master is key, providing a safe space for personal exploration and empowerment (Henrich & Worthington, 2021). ...
... By tailoring materials to meet individual needs, therapists can enhance accessibility and foster a more inclusive therapeutic environment. This approach aligns with the growing body of literature suggesting that personalized adaptations in therapeutic interventions, such as role-playing games, can improve outcomes and increase inclusivity (Causo & Quinlan, 2021;Baker et al., 2022;Lis et al., 2015;Poor et al., 2022). ...
Article
Full-text available
Using Dungeons & Dragons (D&D) as a therapeutic tool is more feasible than previously thought. While role-playing games (RPGs) have existed for decades, their application in therapy can be challenging for those unfamiliar with tabletop gaming. This article explores the history of D&D, its therapeutic applications, and case studies of five individuals (ages 7–19) using RPGs addressing anxiety, depression, Dissociative Identity Disorder (DID), and nightmares. It also examines group therapy settings for individuals with Autism Spectrum Disorder (ASD), LGBTQ adolescents exploring identity, and women in residential treatment for substance use and trauma recovery. Each case study highlights both the successes and challenges of integrating RPGs into therapy, demonstrating how D&D fosters social skills, identity exploration, trauma recovery, and emotional growth. The findings suggest that RPGs are flexible and effective tools for addressing diverse mental health concerns by encouraging emotional exploration and personal development. While the results are promising, further research is needed to assess the long-term impact of RPGs in therapy and their broader clinical applications. Expanding this research could solidify D&D’s role as a valuable therapeutic intervention across various mental health settings.
... Research other work that has investigated this topic, whether related to your target group, another target group, or in general. You may actually find relevant literature reviews already conducted that summarize the topic, e.g., about studies on empathy in games (Schrier and Farber 2021) or RPGs in therapy more broadly (Mendoza 2020;Henrich and Worthington 2021;Arenas, Viduani, and Araujo 2022;Baker, Turner, and Kotera 2022). While you do not have to cite all the sources in such a study, the main themes of the review itself will likely be very useful to you. ...
... While a thorough literature review is not possible here, examples are present in the Routledge Handbook of Role-Playing Game Studies (Zagal and Deterding eds. 2024), particularly in the "Psychology and Role-playing Games" chapter (Bowman and Lieberoth 2024), as well as several review articles e.g., on therapeutic role-playing (Mendoza 2020;Henrich and Worthington 2021;Arenas, Viduani, and Araujo 2022;Baker, Turner, and Kotera 2022;Yuliawati, Wardhani, and Ng 2024). ...
Chapter
This textbook describes theory and practice in analog role-playing game (RPG) design that encourage specific transformative impacts in participants, including tabletop, live action role-playing (larp), and Nordic and American freeform. We describe three types of transformative RPGs: transformative leisure, therapeutic, and educational. We present our model of nano-game design, offering recommendations for designing transformative goals; framing activities such as workshops and debriefs; narrative and culture design. This interdisciplinary book highlights theories from role-playing game studies, peace and conflict studies, psychology, social psychology, sociology, counseling, anthropology, pedagogy, and several other fields. Key concepts include bleed, alibi, RPGs as transformational containers, immersion, identity, transfer, ritual, psychotherapeutic techniques, group theories, and educational theories. We emphasize psychological safety before, during, and after games, as well as strategies for cultivating transformational communities. Key topics include working with specific populations; crisis management; sensitive content and representation. Then, we discuss working with myth, symbolism, and ritual, narrative, and postmodern magic as methods for transforming the stories of our lives. We cover forms of culture within and around RPGs, as well working with conflict in scenarios related to politics, culture, gender, sexuality, race, and ethnicity. We share thoughts around the use of RPGs to foster activism, advocacy, inclusion, and accessibility. Finally, we offer considerations for researchers studying transformative role-playing games, including academic argument, structure, theory, method, data collection, ethics, and other considerations. We introduce key methods, including Research through Design, ethnography, and qualitative and quantitative data analysis. The book closes with a summary of evidence-based research available on the cognitive, affective, and behavioral effects of role-playing games.
... An emerging literature suggests that playing TTRPGs can be used in a therapeutic way to improve mental health [18][19][20]. It has been proposed, for example, that TTRPGs can be used as a tool in psychodynamic-oriented therapy (e.g. to unveil aspects of the self) or to promote social support and bonding in group therapy [21,22]. ...
Article
Full-text available
Gamers with poor self-concept, high social anxiety and high loneliness are more at risk of problematic involvement in video games, such as massively multiplayer online role-playing games. There is a research gap concerning treatment approaches to cater to socially anxious gamers with problematic patterns of gaming involvement. This registered exploratory pilot programme tests the feasibility and initial effect of a structured protocol in which socially anxious online gamers are exposed to real-life social interactions while playing an offline tabletop role-playing game (TTRPG). Our structured protocol lasted 10 weeks and involved 10 sessions organized into three modules in which participants played a TTRPG inspired by the game ‘Dungeons and Dragons’. Each module deployed a role-playing scenario designed to challenge the players in game terms and involve them in a story based on maturing relationships with other characters and solving challenges by social means and investigation. Our study used a quasi-experimental multiple single-case design with a three-week baseline across groups (four groups of five gamers with sub-clinical problematic video game use and social anxiety) and a three-month follow-up. Primary outcomes were time spent gaming, gaming disorder symptoms and social anxiety symptoms. Secondary outcomes were assertiveness/social skills, self-concepts and perceived loneliness. In terms of feasibility, we observed that most participants completed the programme (two of the 20 participants dropped out) and were involved in terms of participation and weekly psychometric assessments. Moreover, participants were largely able to attain the progressively more difficult objectives implemented in the TTRPG programme. Multiple single-case analyses showed that most participants benefited from the intervention through a reduction in social anxiety symptoms and problematic gaming symptoms, although to varying degrees. Some participants also reduced their gaming time or presented with reduced perceived loneliness. Assertiveness and self-concepts were not improved. This pilot study shows that a TTRPG intervention approach is feasible and may be used to reduce social anxiety and gaming disorder symptoms. The present programme must now be tested with clinical participants.
... A number of studies have investigated the impact of RPGs on mental health, particularly in relation to anxiety and depression. The findings suggest that engaging in RPGs can serve as a form of escapism and stress relief, providing players with a sense of control and accomplishment that can positively affect their mental well-being (Causo and Quinlan, 2021;Arenas et al., 2022;Baker et al, 2023). This aligns with research work that has shown the therapeutic potential of RPGs in clinical settings, proposing that these games could be used as a complementary treatment for various psychological disorders (Bages et al, 2021;Bean and Cannell, 2023). ...
Article
Full-text available
Personality is an important aspect when deciding group dynamics. Depending on a person’s way of decision-making, or choice of playstyle, this can change a Final Fantasy game’s playthrough. For this study, the playstyles of Final Fantasy X in Japan and the United States were surveyed. This research involved using Hofstede’s cultural dimensions theoretical framework combined with Likert scale player responses. This research project aimed to show that individual player decisions aligned with the choices expected and predicted by the Hofstede’s cultural dimensions framework. The project focused on five of the Hofstede dimensions: individualism/collectivism, masculinity/femininity, time orientation, uncertainty avoidance, and restraint/ indulgence. The data collected validated this hypothesis in the majority of the dimensions studied.
... Depending on the desires and interests of the GM, they can also incorporate visual, kinesthetic, and auditory learning tools through maps, art, music, and even sound effects to help players engage in a more realistic or immersive roleplaying experience as they practice their SEL skills. Research suggests that TRPGs in clinical settings directly impact participants' ability to learn from others, consider contextually different points of view, and increase self-reflection, context reflection, and empathetic decision-making (Baker et al., 2022;Caltabiano et al., 2018; Rønning & Bjørkly, 2019). ...
Article
Full-text available
Schools globally face increasing pressure to integrate social and emotional learning (SEL) alongside traditional curricula, a challenge intensified by the COVID-19 pandemic. Drawing on Bandura's social learning theory and existing research, this paper examines how tabletop role-playing games (TRPGs) can serve as effective, low-cost interventions for developing critical SEL competencies across diverse student populations. While TRPGs are established tools in therapeutic settings for building self-awareness, self-management, relationship skills, and decision-making abilities, their potential in educational contexts remains underexplored. We analyze how TRPGs can be systematically implemented across all three tiers of school-based SEL interventions, with particular emphasis on their untapped potential in Tier 1 and 2 settings. The paper demonstrates how TRPGs provide students with structured opportunities to practice social skills, emotional regulation, and collaborative problem-solving within a safe, engaging environment. By examining implementation challenges and successful adaptations in various educational contexts, including international examples, we offer practical insights for educators seeking to integrate TRPGs into existing SEL frameworks. This review addresses a significant practice gap by bridging therapeutic and educational applications of TRPGs while providing evidence-informed recommendations for school-based implementation.
... However, the research contradicts a study conducted where engagement in a role-playing game has zero associations with signs of psychopathology. In fact, they demonstrated significant evidence with the game 'Dungeons & Dragons (D&D)" that concludes that having knowledge of the specific game itself reduces the chances of mental problems (Baker et al., 2023). This is supported based on research by Arenas et al. (2022), where role-playing games (RPG) are also used as therapeutic tools that aid in therapies such as psychotherapies and cognitive behavior therapy (CBT) which focuses on depression. ...
... A recent analysis of 13 studies examining the therapeutic utility of TRPGs identified several potential psychological benefits associated with their use in therapeutic contexts, including enhanced empathy, creativity, social connectedness, and ethnical reasoning (Henrich & Worthington, 2023). Further, a review of the existing research on the potential mental health benefits of roleplaying games conducted with TRPG players in nonclinical settings illustrates a range of contributions that players attributed to their TRPG gameplay, including improved social skills, enhanced coping and processing of personal difficulties and trauma, and safe engagement with mental health challenges (Baker et al., 2023). However, existing studies on the therapeutic uses of TRPGs are largely limited to case studies with adolescents and young adults in individual This document is copyrighted by the American Psychological Association or one of its allied publishers. ...
Article
Full-text available
Family play therapy approaches attempt to integrate meaningful engagement of children and youth through play and both individual and family system-level insights into patterns of family interaction and functioning (Gil, 2015). A virtually unexplored format for play-based therapeutic role-play with families is tabletop role-playing games: cooperative, narrative games wherein players adopt the role of fictional characters and work together to address story challenges and obstacles in a fantasy setting arbitrated by a facilitator. To investigate the potential uses of tabletop role-playing games as tools in family intervention contexts, the current study employed a small-scale pilot test of a family tabletop role-playing game module (“The Family Tabletop Adventure”) to establish the module’s feasibility for use with families, indications of potential therapeutic utility, and outline targets for further development and improvement. Three family groups (N = 11) were recruited to participate in six weekly online sessions over Zoom (a 1-hr introductory session, four 1.5- to 2-hr game sessions, and a 1-hr exit interview). Exploratory analyses of self-report measures and qualitative transcripts of family game sessions and interviews indicated the module’s feasibility, low risk of participation, perceptions among families as fun and engaging, and potential utility across multiple therapeutically relevant family processes (relationship building, positive interactions, communication, problem-solving, and new insights about other family members). Family feedback was used to identify targets for development and refinement of the module for formal, larger scale evaluations in future phases of research.
... 2016, 2018), and Brazil (Iuama and Falcão 2021), as well as conferences on related roleplaying activities such as Reacting to the Past (see e.g., Reacting Consortium 2024). Research is also increasing with regard to these developments, especially in therapeutic RPGs, to the degree that a handful of review pieces have recently been published summarizing the literature with an emphasis on its benefits (Henrich and Worthington 2021;Arenas, Viduani, and Araujo 2022;Baker, Turner, and Kotera 2022;Yuliawati, Wardhani, and Ng 2024). For more extensive lists of the researched benefits of roleplaying games, see Chapter 7. ...
Chapter
This textbook describes theory and practice in analog role-playing game (RPG) design that encourage specific transformative impacts in participants, including tabletop, live action role-playing (larp), and Nordic and American freeform. We describe three types of transformative RPGs: transformative leisure, therapeutic, and educational. We present our model of nano-game design, offering recommendations for designing transformative goals; framing activities such as workshops and debriefs; narrative and culture design. This interdisciplinary book highlights theories from role-playing game studies, peace and conflict studies, psychology, social psychology, sociology, counseling, anthropology, pedagogy, and several other fields. Key concepts include bleed, alibi, RPGs as transformational containers, immersion, identity, transfer, ritual, psychotherapeutic techniques, group theories, and educational theories. We emphasize psychological safety before, during, and after games, as well as strategies for cultivating transformational communities. Key topics include working with specific populations; crisis management; sensitive content and representation. Then, we discuss working with myth, symbolism, and ritual, narrative, and postmodern magic as methods for transforming the stories of our lives. We cover forms of culture within and around RPGs, as well working with conflict in scenarios related to politics, culture, gender, sexuality, race, and ethnicity. We share thoughts around the use of RPGs to foster activism, advocacy, inclusion, and accessibility. Finally, we offer considerations for researchers studying transformative role-playing games, including academic argument, structure, theory, method, data collection, ethics, and other considerations. We introduce key methods, including Research through Design, ethnography, and qualitative and quantitative data analysis. The book closes with a summary of evidence-based research available on the cognitive, affective, and behavioral effects of role-playing games.
... Orang-orang memainkan game sebagai bentuk hiburan yang menyenangkan, memberikan kesenangan saat bermain. Selain itu, game juga memiliki dampak positif terhadap kesehatan mental dan dapat meningkatkan kreativitas [9]. ...
Article
Pada penelitian yang dilakukan dalam menganalisis antarmuka design pengguna ada game yang bernama Ethan: Into Reality Game yang bergenre Entertainment dengan memanfaatkan metode perancangan desain yaitu User Centered Design (UCD) yang bertujuan agar meningkatkan pengalaman pengguna dari segi visual dan fungsionalnya. Hasil analisis antarmukanya menunjukan bahwa game Ethan: Into Reality Game memiliki antarmuka dengan elemen-elemen yang ada yang tidak konsisten, yang dapat menyebabkan penurunan pengalaman pengguna. Maka itu untuk menghasilkan antarmuka yang baik adalah menerapkan desain principle yang dimana terdapat kesederhanaan, konsistensi visual, dan fungsionalitas. Hasil analisis menunjukkan bahwa penerapan prinsip desain berhasil menciptakan antarmuka yang mudah digunakan dan meningkatkan interaksi pengguna tanpa harus mengalami kesulitan dan kebingungan dalam bermain. Hal ini ini menyimpulkan bahwa penerapan design principles sangat penting dalam pengembangan antarmuka game untuk meningkatkan pengalaman pengguna.
Article
Full-text available
Recent years have seen debate about whether depictions of inherently evil monster races such as orcs in role playing games or literature/movies such as Lord of the Rings could be considered racist. Although such decisions may be subjective, little data has been produced to inform the debate regarding how critical an issue this is. In particular, does consuming such material relate to racism in the real world, or do a majority of individuals, particularly people of color, consider such depictions racist? The current study sought to address these issues in a sample of 308 adults (38.2% non-White) a subset of whom (17%) were players of the role-playing game Dungeons and Dragons. Playing Dungeons and Dragons (D&D) was not associated with greater ethnocentrism (one facet of racism) attitudes. Only 10.2% found a depiction of orc monsters as inherently evil to be offensive. However, when later asked the blunter question of whether the same depiction was racist, the number jumped to 34.0%, with women particularly inclined to endorse this position. This suggests asking people about racism may prime them to see racism in material they hadn’t previously found to be offensive. Neither participant race nor history playing the D&D game was associated with perceptions of offensiveness or racism.
Article
Full-text available
With an increasing public interest in the roleplaying game ‘Dungeons & Dragons’ (D&D) comes the claim it holds psychological benefits. While the therapeutic roleplay is empirically well established, the evidence surrounding D&D is unclear. The current study aims to summarize the literature pertaining to this topic and present possible avenues for the implementation of D&D in psychological interventions. A Rapid Evidence Assessment (REA) was conducted following the standards by the Center for Evidence-Based Management. Relevant search strings were entered into seven databases (e.g., PsycArticles, PsycInfo, Child Development & Adolescent Studies). Only papers published in the English language till September 2020 were considered and their quality appraised. The thematic analysis of 13 studies yielded four themes: No unified personality type of D&D players, stakeholders’ attitude about D&D, lack of maladaptive coping associated with D&D, and potential psychological benefits of D&D. The results appear promising, but preliminary. Practical implications are contextualized with the wider literature.
Article
Full-text available
This paper examines methodological issues related to an innovative online qualitative research project that explored ‘safe spaces’ with mental health service users. The project used photovoice and focus groups conducted via Zoom videoconferencing software. Eleven participants shared photographs, discussing their meaning and significance in relation to ‘safe spaces’. The photographs were then synthesised into an artist's impression of a safe space and transcripts of the online photovoice discussion analysed thematically and triangulated with the artist's impression. The paper provides a reflexive discussion of the research process and explores methodological and ethical implications of conducting sensitive qualitative research in online spaces.
Article
Full-text available
Background Worldwide, COVID-19 has exacerbated the vulnerability of migrants, impacting many facets of their lives. Nepalese make up one of the largest groups of migrants residing in Japan. Crises, such as the ongoing COVID-19 pandemic could disproportionately affect migrants from low- and middle-income countries like Nepal, widening health and economic inequalities. An in-depth, comprehensive assessment is needed to appraise the diverse problems they encounter. Drawing upon qualitative interviews, this study aimed to identify challenges faced by Nepalese migrants in Japan as a consequence of the COVID-19 pandemic and to discuss their needs to counter these challenges. Methods This qualitative study employed an interpretivist approach to appraise the first-hand experience of Nepalese migrants living in Japan. Fourteen participants (8 males and 6 females, aged 21 to 47 years old) were recruited to participate in semi-structured in-depth telephone interviews (45–60 min) regarding: (a) their perceived current physical and mental health, (b) problems faced as a result of the COVID-19 pandemic, and (c) perception of available and necessary support structures. Purposive and snowball sampling techniques were used to recruit the participants. Interviews were recorded, transcribed, and thematically analyzed. Results Six themes were identified: 1) experiencing psychosomatic symptoms, 2) adoption of new healthy behaviors, 3) financial hardship, 4) family concerns, 5) reflections on discrimination and 6) reflections of existing support and expectations of support systems. The findings of our study illustrate the specific impact of COVID-19 among Nepalese migrants regarding their unstable employment conditions, perceived lack of social support, possible obligation to send money home, difficulty in accessing services due to the language barrier, and a lack of effective governmental support from Nepal. Pandemic-related adversity has negatively impacted migrants’ mental well-being, exacerbating their vulnerability. Conclusions Comprehensive and timely support should be provided to the vulnerable migrant population. Effective coordination among relevant parties in both countries, including the governments concerned, should be facilitated.
Article
Full-text available
The current pandemic of the coronavirus disease 2019 (COVID-19) has negatively impacted medical workers’ mental health in many countries including Japan. Although research identified poor mental health of medical workers in COVID-19, protective factors for their mental health remain to be appraised. Accordingly, this study aimed to investigate relationships between mental health problems, loneliness, hope and self-compassion among Japanese medical workers, and compare with the general population. Online self-report measures regarding those four constructs were completed by 142 medical workers and 138 individuals in the general population. T-tests and multiple regression analysis were performed. Medical workers had higher levels of mental health problems and loneliness, and lower levels of hope and self-compassion than the general population. Loneliness was the strongest predictor of mental health problems in the medical workers. Findings suggest that Japanese medical workplaces may benefit from targeting workplace loneliness to prevent mental health problems among the medical staff.
Conference Paper
Over the last five years Dungeons and Dragons [D&D] (Arneson & Gygax, 1974) has risen in prominence and popularity with a broadening of its player demographic. Though the game’s resurgence has been widely discussed in non-academic outlets, it has been neglected in academic literature. While there are many factors motivating renewed and engaged play of D&D, in this paper we draw on our 2019 study of contemporary D&D players to present key contextual factors of the game’s resurgence. Through discussion of our results, we argue that the influence of representations and trends in popular media, reduction of associated stigma, and impact of convergence culture (Jenkins, 2006) on increased game access, have led to the resurgence of D&D according to our participants and shed light on some key reasons for its success in recent years.
Book
The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success—and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass-market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson—a noted authority on role-playing games—explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the “Satanic Panic” accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.
Article
Research shows that social connectedness is decreasing and loneliness increasing in the United States, subsequently resulting in a health crisis due to the anxiety and depression these attributes can cause. There is evidence that clinicians have difficulty treating individuals experiencing social anxiety and there is need for intervention strategies that lower treatment barriers. There has been scant research recognizing the use of table-top role-playing games to incorporate when treating social anxiety. The current manuscript describes a year-long group using Dungeons and Dragons in a therapeutic setting and explores perceptions from participants who experienced this group. Core concepts of the model and lessons learned from the developers are described for clinicians who hope to incorporate such a model. Participants described increased confidence in social situations, particularly with boundaries or making mistakes. Secondly, the skills practiced in the game were transferred into real-world experiences. Implications for future research and limitations were described.
Article
The twenty-first century has seen a surge of speculative fiction from the cultural margins into the mainstream, among which must be reckoned the remarkable renaissance of tabletop roleplaying games (Dungeons & Dragons especially), which generate fictional narratives through collaborative, improvisational, rule-constrained storytelling. D&D, this article argues, not only contains a remarkable array of politically and theologically implicative contents (such as agonistic cosmologies and racial hierarchies) but also entails and incentivizes theopolitically significant social practices on the part of participants – most significantly, narrating player-characters into and through moral dilemmas. Attending to players’ testimonies of personal renewal and political resistance, we find that D&D is an arena for what I theorize as edification: an enrichment of one’s subjectivity that is experienced as beneficial, transformational, or even salvific (that is, as effecting rescue or liberation from ruinous ways of life), even as it proves culturally contested and socially divisive.
Article
Objective: Role-playing games elicit narratives of heroism, mastery and agency. These are factors considered to promote mental health recovery. This study aimed to investigate what key themes are evident within the stories of role-playing game players in recovery from mental health difficulty and how their stories reflect existing models of mental health recovery. Method: This study utilised narrative inquiry to understand the experiences of Dungeons and Dragon players in recovery from mental health difficulties. Thirteen Dungeons & Dragons players (M = 33.31; SD = 10.05) were interviewed about their experience with the game and their recovery journey. Analysis of narratives was conducted both inductively; examining for key themes, and deductively; examining for fit with the Psychological Recovery Model. Result: Participants discussed a number of factors that linked Dungeons & Dragons to their journey towards mental health wellbeing. These included a) experiencing through characters, b) skill building, c) finding space from mental health symptoms, d) safely engaging with mental health difficulties, and e) building relationships. All five stages of the Psychological Recovery Model (Andresen, Oades, & Caputi, 2003) were present, and participants engaged with Dungeons & Dragons in a manner reflective of their mental health recovery process. Conclusion: The current study expands on research that conceptualizes recovery as a multidimensional process and highlights new elements that have implications for consumers and theoretical frameworks.