Psychologists frequently use games to connect with, diagnose, and treat children, but some types of gameplay are also proving effective as a therapeutic intervention for teens and adults. Combining aspects of evidence-based interventions such as role-playing, psychodrama, and group psychotherapy, more and more psychologists are using tabletop role-playing games as a treatment modality for all ages. So far, research in the area is limited, but psychologists using the intervention believe it shows promise for improving symptoms of many clinical disorders.
Tabletop role-playing games, or TTRPGs, involve role-playing in an open-ended, story-based game—most notably, Dungeons & Dragons, which celebrated its 50th anniversary in 2024—led by a therapist “dungeon master,” or more generally “game master” (GM), who narrates the game and allows players to make decisions that determine outcomes. Therapeutic game groups typically include four to six patients who continue in a series of games for several weeks or months. Many therapists use TTRPGs as a form of group therapy, debriefing with patients at the end of each session. Some clinicians also see their group members individually outside the group. In either case, the goal is to equip participants with therapeutic tools they can apply in real life, from basic social skills to coping mechanisms for anxiety, depression, trauma, and attention-deficit/hyperactivity disorder (ADHD).
The intervention builds on existing psychological research about role-playing, which studies have shown can support mindset change, build self-esteem, and improve interpersonal relationships (Henrich, S., & Worthington, R., Journal of Creativity in Mental Health, Vol. 18, No. 3, 2023opens in new window). Participants play as characters, often co-created with the therapist as a vehicle for addressing therapeutic goals. For example, someone with anxiety may play a courageous character, while another player might create a character that gives them a new perspective, such as one with a different gender or race. Players might also create characters that represent their younger selves as a way to address adverse childhood experiences.
The game master creates scenes in which players embark on a mutual adventure. In therapy, the GM can tweak the game to better support patients’ struggles—for example, encouraging an anxious player to take a risk. While this world is imaginary, proponents say it can be a powerful conduit for self-knowledge that enables participants to make lasting changes in their everyday lives. “TTRPGs are essentially a simulation machine,” said Jared N. Kilmer, PhD, a clinical psychologist and applied games researcher. “You observe other people, respond to stimuli, and take actions at a much faster pace than in real life.” That said, players can also slow down or pause the game to process events with other players or the therapist.
“Trying on” new life skills as a character in one of these simulations is lower stakes than trying something new at work or in school, where results carry the weight of real-world consequences, added Heather Whittall, PsyD, a Colorado-based clinical psychologist who uses TTRPGs with patients. “When someone messes up, they don’t feel as bad because it was their character,” she said. “The consequences become the character’s problem.”
In the structured environment of gameplay, therapists can ensure players feel emotionally safe to take risks in the game. Megan Connell, PsyD, ABPP, a clinical psychologist and author of Tabletop Role-Playing Therapy, leads TTRPG therapy groups for adolescent girls. At the start of new groups, Connell helps players establish topics they don’t want to include in the game, such as spiders, drug use, or sexual innuendos (boundary setting is handled differently when therapeutic exposure is necessary, such as in treating phobias). During gameplay, participants use poker chips to communicate that they’re uncomfortable with something in the game. Along with creating an environment that feels safer for players, this communication often translates to the ability to set boundaries outside of therapy. “A lot of people I work with aren’t used to people respecting their boundaries, so this can be a corrective experience,” said Connell.
Joining a game group can make pursuing mental health support feel less intimidating—especially for people hesitant to try traditional therapy, said Elizabeth D. Kilmer, PhD, a Seattle-based clinical psychologist, games researcher, and applied games educator. And because playing a game is intrinsically rewarding, participants may be more likely to stick with the intervention than with traditional group therapy, which research shows has a high attrition rate.
Therapists can reach additional patients with telehealth. Clinical social worker Heather MacGibbon leads Zoom TTRPG groups in which she plays as a character while a separate therapeutic game master (TGM) leads the game. Because the two are in different rooms, they can chat off-screen about how to meet players’ needs in-game. The TGM might message MacGibbon in the game if he wants to lead a player somewhere to help them deal with a particular issue, and the player is not picking up on hints. “It creates opportunities for us to not have to intervene directly, which can help people feel a sense of accomplishment and growth,” said MacGibbon.
Because it is so new, tabletop gaming as a therapeutic intervention is still vastly understudied. Yet advocates say TTRPGs show promise for treating a variety of symptoms across several populations. Here are some applications.


