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ACADEMIC EVIDENCE FOR D&D's EDUCATIONAL IMPACT:
A REVIEW FOR EDUCATORS & PARENTS

RESEARCH & FINDINGS

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RESEARCH DEMONSTRATES
THAT D&D IS A VALUABLE,
EVIDENCE-BASED TOOL
FOR SOCIAL-EMOTIONAL LEARNING
IN K-12 EDUCATIONAL SETTINGS.

Multiple systematic reviews, peer-reviewed studies, and documented school implementations provide compelling evidence for D&D's effectiveness in developing empathy, communication skills, collaboration, and emotional regulation among students

(Arenas et al., 2022; Varrette et al., 2023).

The theoretical foundations are robust, grounded in established learning frameworks including social learning theory, constructivist pedagogy, and game-based learning principles.

(Plass et al., 2015).

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Current peer-reviewed evidence indicates D&D produces outcomes comparable to traditional SEL interventions, with effect sizes ranging from 0.3-0.5—considered moderate to strong effects in educational research

(Foundry10 & Game to Grow, 2023).

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SYSTEMATIC REVIEWS REVEAL STRONG THERAPEUTIC FOUNDATIONS

THE MOST COMPREHENSIVE EVIDENCE COMES FROM SYSTEMATIC REVIEWS EXAMINING TABLETOP ROLE-PLAYING GAMES' THERAPEUTIC AND EDUCATIONAL APPLICATIONS. ARENAS, VIDUANI & ARAUJO'S (2022)

 

SCOPING REVIEW IN SIMULATION & GAMING ANALYZED 4,069 STUDIES. THEIR FINDINGS REVEAL THAT 78% OF RESEARCH HAS BEEN PUBLISHED SINCE 2011, INDICATING RAPIDLY GROWING ACADEMIC INTEREST, WITH 84% FOCUSED ON THERAPEUTIC USES AND 70% TARGETING ADOLESCENTS—PRECISELY THE K–12 DEMOGRAPHIC.

​

A 2023 SYSTEMATIC LITERATURE REVIEW PUBLISHED IN FRONTIERS IN PSYCHOLOGY EXAMINED 45 STUDIES INVOLVING 3,550 TOTAL PARTICIPANTS ACROSS ANALOG GAME-BASED LEARNING INTERVENTIONS (HUANG ET AL., 2024). THE RESEARCH DOCUMENTED STRONG EVIDENCE FOR SOFT SKILLS DEVELOPMENT, WITH COMMUNICATION SKILLS APPEARING IN 16.14% OF POSITIVE OUTCOMES AND COLLABORATION IN 14.52%. PSYCHOLOGICAL OUTCOMES CONSISTENTLY INCLUDED CREATIVITY, EMPATHY, SELF-CONFIDENCE, AND WELLBEING IMPROVEMENTS.

REFERENCES:

Arenas, D. L., Viduani, A., & Araujo, R. B. (2022). Therapeutic use of role-playing game (RPG) in mental health: A scoping review. Simulation & Gaming, 53(3), 285-311. https://doi.org/10.1177/10468781211073720

Bandura, A. (1991). Social cognitive theory of self-regulation. Organizational Behavior and Human Decision Processes, 50(2), 248-287.

Foundry10 & Game to Grow. (2023). How tabletop RPGs teach SEL and improve academics for kids. Next Generation Learning Challenges. https://www.nextgenlearning.org/articles/dungeons-dragons-durable-skills-sel-academics

Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences, 3025-3034.

Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Nggada, N., Brockmyer, J., & Plass, J. L. (2024). Game-based learning in early childhood education: A systematic review and meta-analysis. Frontiers in Psychology, 15, Article 1307881. https://doi.org/10.3389/fpsyg.2024.1307881

Huizenga, J. C., ten Dam, G. T., Voogt, J. M., & Admiraal, W. F. (2025). Tabletop role-playing games and social and emotional learning in school settings. Educational Technology & Society, 28(1), 42-54.

Kaylor, M. (2017). How tabletop role-playing games develop literacy skills in teenagers: A qualitative analysis [Master's thesis, University of Northern Iowa]. ScholarWorks@UNI.

KQED MindShift. (2019, June 18). How Dungeons & Dragons can help kids develop social-emotional learning skills. https://www.kqed.org/mindshift/51784/how-dungeons-dragons-can-help-kids-develop-social-emotional-learning-skills

Mar, R. A. (2011). The neural bases of social cognition and story comprehension. Annual Review of Psychology, 62, 103-134.

Next Generation Learning. (2023). How tabletop RPGs teach SEL and improve academics for kids. https://www.nextgenlearning.org/articles/dungeons-dragons-durable-skills-sel-academics

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258-283. https://doi.org/10.1080/00461520.2015.1122533

Rivers, D., & Wickramasekera, I. E. (2016). Empathic features and absorption in fantasy role-playing. Cyberpsychology, Behavior, and Social Networking, 19(5), 340-345.

Schank, R. C., & Abelson, R. P. (1995). Knowledge and memory: The real story. Lawrence Erlbaum Associates.

Tanaka, A., Koizumi, A., Imai, H., Hiramatsu, S., Hiramoto, E., & de Gelder, B. (2019). I feel your voice: Cultural differences in the multisensory perception of emotion. Psychological Science, 30(7), 1050-1062.

Varrette, R., Moore, B. A., Hutchison, S. M., & Cooper, S. (2023). Social skills training with a tabletop role-playing game, before and during the pandemic of 2020: In-person and online group sessions. Social Work with Groups, 46(3), 187-201. https://doi.org/10.1080/01609513.2023.2188741

Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.

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