Roll for wellbeing: A qualitative examination of the use of tabletop gaming to support young people

Merrick, Alyssia, Miller, Dan J., and Krause, Amanda E. (2026) Roll for wellbeing: A qualitative examination of the use of tabletop gaming to support young people. In: Creating Wellbeing: Youth, Arts, and Mental Health Conference. pp. 32-33. From: 2026 CAWRI Conference: Creating wellbeing: Youth, Arts, and Mental Health, 10 April 2026, Melbourne, VIC, Australia.

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Abstract

Tabletop role-playing games (TTRPGs), such as Dungeons & Dragons (D&D), are increasingly being used for therapeutic purposes. Preliminary research suggests TTRPGs can be utilised to enhance young persons’ social skills and well-being. However, evidence is needed detailing practitioners’ perceptions of the benefits of these interventions for their younger clients. We undertook semi-structured interviews with 16 Australian practitioners who employ therapeutic TTRPGs for wellness promotion. Practitioners were predominantly self-educated on TTRPGs and tended to use the D&D system. Most practitioners worked with youth aged 9+ years, with various pre-existing mental health and behavioural conditions (e.g., depression, Autism Spectrum Disorder, Attention Deficit Hyperactivity Disorder). TTRPGs were reported to be flexible, allowing practitioners to tailor game elements to their implementation needs. Practitioners reported client improvements in connecting with self and others and that TTRPGs supported exploration of identity and personal challenges through character roleplay. These outcomes stemmed from key features of TTRPGs—player agency, creativity, and collaborative storytelling—which facilitate self-determination (autonomy, competence, and relatedness). Further, practitioners reported improvements in clients’ life skills (e.g., problem solving), enjoyment and immersion, and that TTRPGs provide clients opportunities to practise therapeutic techniques. While this study focused on practitioner perspectives, future research should prioritise youth perspectives. Subsequent work could then engage practitioners and youth to co-design of TTRPG wellbeing programmes. Elements necessary for effective programme design will be discussed, including considerations of how to emphasise agency and collaborative storytelling, flexibility in tailoring games to diverse populations, and potential strategies for overcoming barriers to inclusive implementation.

Item ID: 91163
Item Type: Conference Item (Abstract / Summary)
Keywords: Dungeons and Dragons (D&D); wellness; self-determination theory; tabletop role-playing games (TTRPGs); identity, social psychology, well-being, wellness, play
Date Deposited: 23 Apr 2026 03:00
FoR Codes: 52 PSYCHOLOGY > 5205 Social and personality psychology > 520505 Social psychology @ 40%
52 PSYCHOLOGY > 5203 Clinical and health psychology > 520304 Health psychology @ 60%
SEO Codes: 28 EXPANDING KNOWLEDGE > 2801 Expanding knowledge > 280121 Expanding knowledge in psychology @ 100%
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