Source: https://www.jcu.edu.au/news/releases/2024/april/dungeons-and-dragons-may-improve-mental-health
Researchers have found that people who play the game Dungeons and
Dragons (D&D) show improvements in their mental health.
They played eight one-hour sessions of D&D over eight weeks before their mental health was measured again.
Link to paper here: https://researchonline.jcu.edu.au/81119/1/JCU_Merrick%20et%20al%202023%20AAM.pdf
Source: https://www.jcu.edu.au/news/releases/2024/april/dungeons-and-dragons-may-improve-mental-health
Researchers have found that people who play the game Dungeons and
Dragons (D&D) show improvements in their mental health.
A typical leisure playing session of D&D lasts between 3 to 8 hr. Thecurrent study split up the typical session of eight hours into eight 1
A D&D module was specifically developed for the current study. It waswritten by two of the aforementioned DMs [...] This quest involved
D&D is an example of play. Play has been defined as an unproductiveactivity, governed by rules and facilitated using make-believe
Given that play facilitates escapism in a form that is usuallypositive and enjoyable, it may therefore lead to flow
On 4/13/24 1:03 AM, Kyonshi wrote:
A D&D module was specifically developed for the current study. It waswritten by two of the aforementioned DMs [...] This quest involved
players tracking a goblin who had stolen a town’s belongings through a
cave system (PCs found themselves facing monsters and traps as part of
this pursuit). The quest culminated in a social dilemma, in which the
goblin confessed to stealing the town’s items to feel as if they fit
into regular society. Through their combined effort, PCs were able to
resolve the conflict with the goblin and return the missing items to the town, where they were heralded as heroes.
I wonder if the author(s) would be willing to publish the module. I'd be interested in reading it at the very least for the sake of novelty.
Maybe even playing through it!
D&D is an example of play. Play has been defined as an unproductiveactivity, governed by rules and facilitated using make-believe
I think the existence of this study challenges this definition! What is unproductive about significantly decreasing depression, stress, and
anxiety; and increasing self-esteem and self-efficacy?
Given that play facilitates escapism in a form that is usuallypositive and enjoyable, it may therefore lead to flow
The whole section on flow, starting on page 10, is really good.
The conclusion makes me wonder whether D&D has decreased efficacy
compared to other ttrpgs. Specifically ones that aren't so heavily
focused on combat and violence. On the other hand, D&D does tend to have
very clear and accomplishable goals, which can feel very good when one
is otherwise experiencing a lot of hopelessness and feeling overwhelmed.
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