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 townrCOs 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 townrCOs 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.
On 4/13/2024 12:03 AM, Kyonshi wrote:
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.
Ugh, I tried running some one hour sessions on roll20. It's just not
long enough, one person has to go eary, or is a bit late and you've lost
a good deal of time. I've run and played some 2 hour sessions in roll20
and even that feels very short, but it was just barely enough. I had
some 3 hours live sessions which were supposed to be 4, and even that
felt like it wasn't long enough even minimizing the social niceties of >catching up and goodbys. 4 felt like the real minimum it works for. I
used to run 6 hour sessions, but I just don't have the stamina for it >anymore.
I have to wonder if those were online or in person, as I strongly feel
the in person games feel more therapeutic.
* not that I can do that anymore. But back in the day we'd do 12+
hours at a stretch if we could. ;-P
On 4/13/2024 11:07 AM, Spalls Hurgenson wrote:
* not that I can do that anymore. But back in the day we'd do 12+
hours at a stretch if we could. ;-P
Oof. I don't think I ever did that long, We did have some Saturday
night sessions that went from like 9 pm to 6 am. That was probably more
too late than too long.
I played games at a con for probably 16 hours minus meals and some
breaks when I was 15, but they were different games.
On 4/13/24 1:03 AM, Kyonshi wrote:
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.
Came here to post this. Got scooped by Kyonshi. Typical day :)
I got admit I am trying to fill the frp-hierarchy with a bit more life, >because I think it's kind of sad if it disappears. After all
.storyteller and .industry already got kicked out of the big eight. So I >periodically check for appropriate news to post. It's a bit of a pet >project.
(I just wish I had more to say about frp.dnd... but I'm barely
involved in the game anymore and completely out of touch with the
latest trends. I mean, I guess we could rehash old issues, like: who
would in a fight, Drizzt Duorden or Elminster? ;-)
On 4/18/2024 12:29 AM, Spalls Hurgenson wrote:
(I just wish I had more to say about frp.dnd... but I'm barely
involved in the game anymore and completely out of touch with the
latest trends. I mean, I guess we could rehash old issues, like: who
would in a fight, Drizzt Duorden or Elminster? ;-)
cue to me ranting how the Forgotten Realms are the worst of the DnD
settings and really never should have become as popular as they somehow are
On Thu, 18 Apr 2024 01:15:57 +0200, Kyonshi <gmkeros@gmail.com> wrote:
On 4/18/2024 12:29 AM, Spalls Hurgenson wrote:
(I just wish I had more to say about frp.dnd... but I'm barely
involved in the game anymore and completely out of touch with the
latest trends. I mean, I guess we could rehash old issues, like: who
would in a fight, Drizzt Duorden or Elminster? ;-)
cue to me ranting how the Forgotten Realms are the worst of the DnD
settings and really never should have become as popular as they somehow are
I actually quite enjoyed the original "Forgotten Realms" setting, as described in the originally grey-boxed AD&D release. A lot of my own
campaign material emulated the style of its 'Cyclopedia of the Realms' sourcebook. It was only later that the setting started to annoy me, as
it became ever-more magic-heavy and every corner of it was detailed by TSR/WOTC, leaving no room for exploration or development by players
and DMs. Forcing obvious fantasy-equivalents to real-world places
(Kara Tur = China! Maztica = Central America! Al Qadim = Mythic
Arabia!) didn't help; it just made the entire construct feel all the
more disjointed. And once certain characters started gaining undue popularity, the whole thing started feeling weirdly tiny and
soap-operaish ("Oh look, Drizzt Duorden is in this adventure too!")
The "Forgotten Realms" was never /great/, but in its original form, it
was a good 'starting point' - a baseline 'adventure world' - for
beginner players, I think. It certainly appealed to me more than the "Mystara" setting of BECMI D&D, or Greyhawk.
On 4/18/2024 9:30 AM, Spalls Hurgenson wrote:
On Thu, 18 Apr 2024 01:15:57 +0200, Kyonshi <gmkeros@gmail.com> wrote:
On 4/18/2024 12:29 AM, Spalls Hurgenson wrote:
(I just wish I had more to say about frp.dnd... but I'm barely
involved in the game anymore and completely out of touch with the
latest trends. I mean, I guess we could rehash old issues, like: who
would in a fight, Drizzt Duorden or Elminster? ;-)
cue to me ranting how the Forgotten Realms are the worst of the DnD
settings and really never should have become as popular as they
somehow are
I actually quite enjoyed the original "Forgotten Realms" setting, as
described in the originally grey-boxed AD&D release. A lot of my own
campaign material emulated the style of its 'Cyclopedia of the Realms'
sourcebook. It was only later that the setting started to annoy me, as
it became ever-more magic-heavy and every corner of it was detailed by
TSR/WOTC, leaving no room for exploration or development by players
and DMs. Forcing obvious fantasy-equivalents to real-world places
(Kara Tur = China! Maztica = Central America! Al Qadim = Mythic
Arabia!) didn't help; it just made the entire construct feel all the
more disjointed. And once certain characters started gaining undue
popularity, the whole thing started feeling weirdly tiny and
soap-operaish ("Oh look, Drizzt Duorden is in this adventure too!")
The "Forgotten Realms" was never /great/, but in its original form, it
was a good 'starting point' - a baseline 'adventure world' --a for
beginner players, I think. It certainly appealed to me more than the
"Mystara" setting of BECMI D&D, or Greyhawk.
I loved the original 1e gray box, the Waterdeep supplement added some
really nice tables for things like picking pockets.-a 2e after
spellplague was so-so.-a While the novels were o.k. for high-fantasy
pulp, I found they made my job harder as a DM as many of my players knew them far better than I did and I always felt changes to the world would
be criticized.-a They weren't but I felt the imagined pressure and
pressure to constrain my adventures to the written setting.
On 4/18/2024 9:30 AM, Spalls Hurgenson wrote:
On Thu, 18 Apr 2024 01:15:57 +0200, Kyonshi <gmkeros@gmail.com> wrote:
On 4/18/2024 12:29 AM, Spalls Hurgenson wrote:
(I just wish I had more to say about frp.dnd... but I'm barely
involved in the game anymore and completely out of touch with the
latest trends. I mean, I guess we could rehash old issues, like: who
would in a fight, Drizzt Duorden or Elminster? ;-)
cue to me ranting how the Forgotten Realms are the worst of the DnD
settings and really never should have become as popular as they somehow are
The "Forgotten Realms" was never /great/, but in its original form, it
was a good 'starting point' - a baseline 'adventure world' - for
beginner players, I think. It certainly appealed to me more than the
"Mystara" setting of BECMI D&D, or Greyhawk.
I loved the original 1e gray box, the Waterdeep supplement added some
really nice tables for things like picking pockets. 2e after
spellplague was so-so.
While the novels were o.k. for high-fantasy
pulp, I found they made my job harder as a DM as many of my players knew >them far better than I did and I always felt changes to the world would
be criticized. They weren't but I felt the imagined pressure and
pressure to constrain my adventures to the written setting.
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