{"title":"Social Support Derived from Virtual and Analog Table-Top Role-Playing Games: The Supportive Role of Table-Top Gaming.","authors":"Maxim I Kozlov, Erin L O'Connor","doi":"10.1177/2161783X251378630","DOIUrl":null,"url":null,"abstract":"<p><p><i><b>Objective:</b></i> Gaming has been suggested as an effective way to exchange social support, a resource critical to global mental health and post-pandemic recovery. Virtual and analog (pen-and-paper) table-top role-playing game (TTRPG) popularity grew during and following the pandemic; yet, unlike their video-game counterparts research into TTRPGs remains limited. Parallel to online video-games, TTRPGs may be similarly positioned to foster and promote social support. Informed by analogous gaming research, this study explored how players give and receive social support within face-to-face and virtual TTRPGs through a stress buffering lens. <i><b>Materials and Methods:</b></i> Using a cross-sectional survey methodology, based on the 2-way social support scale data from 186 participants was analyzed to determine if differences exist across social, demographic and gameplay variables. <b><i>Results:</i></b> Participants derived more meaningful social support through analog TTRPGs, although virtual TTRPG interfaces still afford meaningful social support, while benefiting from greater accessibility. Participants in the role of \"game masters\", who act as game facilitators and narrators, were shown to provide more social support than players, while greater levels of social support encouraged ongoing attendance. Additionally, players' consistent attendance and social familiarity enhanced given and received social support. Lastly, although similar social support was reported across genders, males were overrepresented in game-directing positions of power. <b><i>Conclusion:</i></b> This is the first known study to explore social support within TTRPGs. The findings have implications for the design of games to support communities, post-pandemic recovery, and therapeutic applications. Future research is encouraged.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.8000,"publicationDate":"2025-09-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Games for Health Journal","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1177/2161783X251378630","RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH","Score":null,"Total":0}
引用次数: 0
Abstract
Objective: Gaming has been suggested as an effective way to exchange social support, a resource critical to global mental health and post-pandemic recovery. Virtual and analog (pen-and-paper) table-top role-playing game (TTRPG) popularity grew during and following the pandemic; yet, unlike their video-game counterparts research into TTRPGs remains limited. Parallel to online video-games, TTRPGs may be similarly positioned to foster and promote social support. Informed by analogous gaming research, this study explored how players give and receive social support within face-to-face and virtual TTRPGs through a stress buffering lens. Materials and Methods: Using a cross-sectional survey methodology, based on the 2-way social support scale data from 186 participants was analyzed to determine if differences exist across social, demographic and gameplay variables. Results: Participants derived more meaningful social support through analog TTRPGs, although virtual TTRPG interfaces still afford meaningful social support, while benefiting from greater accessibility. Participants in the role of "game masters", who act as game facilitators and narrators, were shown to provide more social support than players, while greater levels of social support encouraged ongoing attendance. Additionally, players' consistent attendance and social familiarity enhanced given and received social support. Lastly, although similar social support was reported across genders, males were overrepresented in game-directing positions of power. Conclusion: This is the first known study to explore social support within TTRPGs. The findings have implications for the design of games to support communities, post-pandemic recovery, and therapeutic applications. Future research is encouraged.
期刊介绍:
Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems