Abstract
Tabletop roleplaying games (TTRPGs), such as Dungeons and Dragons (D&D), are becoming increasingly popular, despite stigma that players have historically faced. Players have recognised the benefits playing can have for them personally and socially, with researchers interested in what psychological interventions may learn from these experiences. However, there is limited understanding of how these games may impact young adults, who are at increased risk of developing mental health difficulties. Additionally, whilst therapies are beginning to incorporate TTRPGs, there is limited understanding of how psychological practitioners’ perceptions may impact these interventions. This thesis aimed to understand how players’, and psychological practitioners’, perceptions may contribute to better understanding TTRPGs and how these may inform clinical interventions. Part one of this portfolio presents an empirical paper using Reflexive Thematic Analysis to understand how young adults’ experiences of playing D&D contributes to their experience of identity, wellbeing, and mental health. The findings of this highlight how positive experiences with D&D promote safe spaces for development of coping skills, exploration of identity, and personal growth. Part two presents a second empirical paper investigating psychological practitioners’ perspectives about TTRPGs and therapeutically applied TTRPGs. The findings suggest practitioners hold low levels of knowledge about both topics but express curiosity and interest in the potential of incorporating TTRPGs into interventions when relevant. Findings do not indicate practitioners associate playing TTRPGs with experiencing poor mental health.