Abstract (link to paper at end of article)
Tabletop gaming has seen a rise in popularity over the past ten years, with an influx of
interest following the Coronavirus pandemic.
Limited research has explored the impact of tabletop roleplaying games on mental health and self-concepts such as self-esteem and self
efficacy.
This study employed a repeated-measures design with four measurement points to
quantitatively evaluate the effect of playing Dungeons & Dragons (DND) on mental health
and self-concepts in a community sample.
Twenty-five community participants took part in 8 weeks of DND gameplay (one 1 hr session per week), completing pre-, mid-, and post
intervention surveys.
Eighteen of these participants also completed a one-month follow up
measure.
Participants demonstrated significant decreases in depression, stress, and anxiety
and significant increases in self-esteem and self-efficacy over the study period.
As such, DND may have potential utility as a wellbeing intervention or prevention program.
Keywords: mental health, dungeons and dragons, tabletop gaming, tabletop roleplaying
games, self-concept