Charisma Check: How COVID has prompted new studies into RPG
The circumstances and results of role-players taking the hobby into the virtual space has been suggested as a new area of academic study, exploring social interaction and mental health.
A journal article published earlier this year by academics from Nottingham and Derby, using the heightened interest in Dungeons & Dragons as case that there are potential benefits to more empirical research into its use during times of stress.
Pre-COVID academia
Pre-existing studies already explore the social benefits of RPGs, including serving as moral development tools, practice for navigating social disagreement, and providing general social training for children. A 1984 study demonstrated frequent adolescent players of DnD exhibited ‘higher self-efficacy and capacity for creative and complex situations’ than a control group. More recent studies have proposed a therapeutic usage of TTRPG to improve creativity, empathy and confidence.
An emerging field
An Australian study released last year has also used the opportunity of the RPG transition to online play during COVID-19 as a case study, this time focusing on examining the how of online play.
The study returned some interesting findings. It was found that, even among those who disliked online play, found that it was easier to schedule remote play than in person. There were players who expressed irritation with the flaws, either due to bugs in the software or the inconsistent quality of player technology or competency. Despite these issues, many did feel the current quality of VTTs were relatively good and had improved.
Another common issue raised frequently was player distraction – be that from on the device played upon (other browsers, notifications) or from the people they share a home with. The concept of screen fatigue, often referred to by the neologism of ‘Zoom fatigue‘ was seen a significant contributor towards this.
There were some topics players were found to be more divisive on. Commentators disagreed on whether the benefits from added digital tools (such as resource tracking) streamlining the process for players and DM was worth the extra learning curve (although, it is worth pointing out plenty of players, although possibly still a minority, have begun making use of iPads to access this functionality even during in-person play, with DnDBeyond having had launched an app is it currently developing up to the same standard as its web tools). Some players found themselves more confident roleplaying virtually, while conversely others were unable to.
A significant number of players expressed that, even if it was their only way to play, they continued to feel the absence of in-person play, including the socialisation and use of real objects, particularly dice, of which rolling forms a significant element. However, another article points out that some players, specifically those with social disabilities, preferred or were only able to play online.
What is interesting is all the findings published in this story were all reflected by even the limited and all-but-two local voices of the eleven interviewees I spoke to (including those who weren’t included in the published article).
The study admits the limitations present in examining anecdotal Reddit threads, but does illustrate how more in-depth examination could continue to reveal more trends in this nearly-50 year old and still growing hobby and community.