A Qualitative Exploration of the Perceived Social Benefits of Playing Table-top Role-playing Games
DOI:
https://doi.org/10.33063/ijrp.vi10.277Keywords:
Role-playing games, social competence, qualitative, interviews, young adults, tabletopAbstract
This study explored the lived experiences of young adults who play tabletop role-playing games (TRPGs) to gain deeper insights into the perceived social impact of tabletop role-playing games. Six young adults (3 men, 3 women) between the ages of 19 and 24 (M = 21.2, SD = 2.6) were recruited from role-playing communities within Nova Scotia, Canada. The Strengths and Difficulties Questionnaire (SDQ) was used to assess perceived social competence and semi-structured interviews were conducted to collect detailed qualitative data about lived experiences with role-playing games. Responses on the SDQ indicated that participants had typical strengths and difficulties with respect to social competence at the time of the current study. The qualitative description indicated the emergence of four main themes related to role-playing games from the interviews: Content Focus, Social Focus, Creativity Focus, and Identity Focus. The themes present in the interviews are consistent with findings from previous case study research, suggesting that role-playing games may have the potential to improve perceived social competence, and further elucidate the lived experiences of people who play role-playing games in terms of why they engage with tabletop role-playing games.
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Copyright (c) 2023 Matthew Orr, Sara King, Melissa McGonnell

This work is licensed under a Creative Commons Attribution 4.0 International License.