Emotional Experiences in Online, Text-Based Tabletop Role-Playing Games
Bibliographic Data
| ID | 21629886 |
|---|---|
| Authors | Gary Collins Brata Winardy (0000-0003-0154-1768, Binus University, Indonesia), Eva Septiana (0000-0002-8538-0553, Universitas Indonesia, Indonesia), Santy Yanuar Pranawati (0000-0003-1928-5862, Universitas Indonesia, Indonesia) |
| Year | 2024 |
| Volume | 55 |
| Issue | 5 |
| Pages | 812-836 |
| Publication date | 2024-10-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Simulation & Gaming (JOURNAL) |
| Journal identifiers | ISSN: 1046-8781 • E-ISSN: 1552-826X |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1177/10468781241250064 |
| OpenAlex | W4396573766 |
| Language | EN |
| Citations received | 1 |
| References cited | 31 |
Background This study explores the emotional experiences of players in online, text-based tabletop role-playing games (TTRPGs) and their potential impact on players. The goal is to understand the therapeutic and educational possibilities arising from these emotional experiences. Methods Through qualitative analysis, themes were identified based on participants' narratives. Eight participants who engaged in online, text-based TTRPGs were interviewed to gather data on their emotional experiences and effects outside the game. Result The study identified three main categories of emotions experienced by players: emotions related to the community, emotions associated with the game world and characters, and emotions linked to game mechanics. These emotions were found to impact players beyond the gaming environment, influenced by the players' emotional immersion. Additionally, the study revealed two distinct approaches to immersion among players and highlighted emotions as motivating factors for gameplay. Discussion The findings emphasize the role of TTRPGs in providing creative outlets, social interaction, and recreation, facilitating skill development, and broadening perspectives based on players' emotional experiences. Additionally, this study highlights the potential for immersion in online, text-based TTRPGs linked to therapeutic and educational uses. Limitations This study employs an in-depth phenomenological qualitative interview method. While this approach yields detailed and nuanced data, it may not provide extensive generalizability. Future research endeavors could benefit from more significant and diverse participant pools to enhance the understanding of emotional experiences in TTRPG players. Furthermore, exploring additional factors such as genres, narrative structures, and player-character relationships could offer more profound insights. Conclusion This study demonstrates that online, text-based TTRPGs allow players to experience various emotions with implications beyond the game's boundaries. The findings suggest that interventions based on role-playing activities may benefit from the online text-based method due to its accessibility and lower barriers to entry
Cognitive psychology · Developmental psychology · Game play · Generalizability theory · Multimedia · Narrative · Qualitative research · Recreation · Sociology · Video game · Child Development and Digital Technology · Child Therapy and Development · Computer Science · Identity, Memory, and Therapy · Psychology · Social Psychology
Phenomenological research methods
Human Emotions
Don’t Worry, Be Sad! On the Cognitive, Motivational, and Interpersonal Benefits of Negative Mood
Positive Emotions Broaden and Build
Thematic analysis.
Shared Fantasy
Rhetorics and mechanics of player safety in the Nordic-American larp discourse
Therapeutic Use of Role-Playing Game (RPG) in Mental Health
The effects of text, audio, video, and in-person communication on bonding between friends
Prioritizing positivity
| Citations per year | 1 |
|---|---|
| Citation span | 2025 - 2025 (1) |
| Highly cited | No |