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As cns742 Group Proposal 2
As cns742 Group Proposal 2
As cns742 Group Proposal 2
Andrew Stegenga
Table of Contents
Rational 3
Group Objectives 6
Informed Consent 7
Resources 19
Application Issues 21
References 23
USING DUNGEONS AND DRAGONS AS THERAPY 3
Rational
Anxiety persists in 40 million Americans or 18% of the US population. Of persisting
anxiety, Social Anxiety or Social Phobia affects 15 million individuals (ADAA, 2019). Social
Anxiety Disorder or SAD is marked by intense fear of ridicule for poor social evaluation by
peers (American Psychiatric Association, 2013). Although SAD presents in most age groups,
ages 15-16 and 17-18 possess the highest prevalence rates (9.7% and 10.1% respective), with
many individuals being affected since age 13, additionally 36% of individuals with SAD report
experiencing symptoms for 10 or more years before seeking treatment (NIMH, 2019). Social
Anxiety is often treated through CBT or skill training, though an emerging group therapy has
shown some initial promise. Dungeons and Dragons (D&D) is a tabletop role playing game
(TRPG), where players engage with one another as fictional characters and engage in adventures
within a fantasy land. The use of an alternate character in a fictional universe would allow an
individual with persistent anxiety to explore actions and consequences with lower risk. Utilizing
the fictional character, the individual will be able to explore how that character handles
emotions, interactions, and critical decision making with regards to social situations and will
come to integrate the lessons learned by their fictional character with their actual self.
A counseling group type has been chosen as the appropriate form because of the
emphasis on improvement of relationships between each member and those they will meet as
well as the improving personal growth of each individual (Gladding, 2015). The size of the
group would consist of 3 or 4 individuals, this is a typical size of both a counseling group for
kids and the recommended number of players for any given therapeutic Dungeons and Dragons
adventure (Enfield, 2007). Keeping the group small will allow more time for each member to
create and attune bonds between party members. Additionally, this group size will allow the
USING DUNGEONS AND DRAGONS AS THERAPY 4
group leader to focus more intensely on the goals of each group member (Daniau, 2016).
Typically, counseling groups last for 6 to16 sessions (Gladding, 2015), though with the long
format of D&D, it may be more realistic for somewhere between 12-24 sessions. Additionally,
while a one-hour session would be possible, content would be condensed, therefore, two-hour
sessions would be more appropriate for this format. Two hours is also the minimum time that
Daniau suggests, as longer play sessions allow for greater consolidations of group imagination
(2016). Little is required for this type of group therapy, though a room with a table and chairs
would suffice. Lighting should be dimly lit to convey a relaxed feeling and should provoke more
self-disclosure. Distance between each member would be semi intimate, though the members
may be somewhat comforted by the table as defensive layouts are favored by clients (Gladding,
2017).
Cognitive Behavioral therapies. Gestalt therapy is of interest due to its heavy emphasis of the
‘here and now’ sensations and its utilization of experience for self-discovery (Gladding, 2017).
Gestalt makes use of many exercises, such as roleplay and psychodrama, which is the basis of
Dungeons and Dragons. Emphasis on the doing rather than just talking allows for a
multidimensional approach to self-discovery as each member will be able to examine not only
their words for change, but also their interactions with characters in the fantasy environment
(Coe, 2017). It is often difficult to provide a strong sense of character agency if too much
situational and narrative control is exerted by the Dungeon Master (DM), or group leader in this
case. While it may be necessary to steer characters to certain objectives, the interactions of the
characters with the fantasy environment can take on a very tentative nature and any preparation
may take a back seat. This nature also coincides with the Gestalt idea of viewing therapy as “a
USING DUNGEONS AND DRAGONS AS THERAPY 5
series of experiments” (Gladding, 2017). Daniau’s research suggests that role play is most
effective when coupled with reflection of the adventure of the session. This is referred to in
much of the same way as CBT, with its emphasis on combating cognitive distortions.
Anecdotally, there has been successful implementation of tabletop RPGs into therapy by
George Enfield and Wayne Blackmon. In Enfield’s collaborative book Becoming the hero: The
use of role-playing games in psychotherapy, he reports success with male clients that come from
difficult backgrounds. Of the successes was a boy who came to therapy that had no regard for his
own emotions or wants and always conceded to the whims of others. Improvement in his ability
to state his own wishes were seen after only a few group sessions. Blackmon also offered an
account of success with a schizotypal patient that enjoyed talking about the Dungeons and
Dragons game that he played after school. Blackmon inquired about the motivations and
emotions of the character his client played and used the character as a vehicle to encourage
emotional expression of his client. Eventually his client was able to express his own emotions
This treatment is largely still emerging, with little empirical research, though there has
been some progress made with examining how the dynamic of the group and individual
motivation affects outcomes. As hinted at earlier, Daniau’s research suggests that one third of the
time spent in the session should be devoted to reflections of the adventure and connecting
feelings, thoughts, and actions between each character and the member that portrays them
(2016). This reflection is critical to facilitate soft skills such as leadership, diplomacy, and
spontaneous problem solving; despite playing a role outside of oneself, players still develop
skills that can transfer to real life. Individuals encounter transferable soft skills through fictive
battles, puzzles and interactions with the fantasy land as the characters collaborate, gather
USING DUNGEONS AND DRAGONS AS THERAPY 6
consequences of their actions. According to Coe, another motivating feature to play TRPGs lies
in the ability to explore oneself more thoroughly. This is seen in the ability to create characters
that represent oneself or explore aspects of themselves that they wish to know better or to better
While the field is still in its infancy, there has been a glimmer of hope that Social Anxiety
Disorder as well as other DSM diagnoses may be treated through the use of tabletop role playing
games like Dungeons and Dragons, as they offer an alternative to traditional treatment and have
Group Objectives
Through adventuring together in a narrative fantasy land, the following objectives are hoped
To reduce and individual’s negative affect caused by personal mishaps in public and
explorations of cause and effect reactions related to character decisions, without fear of
undue ridicule, reprimand, or alienation from peers. This includes encouraging the
expression of one’s own voice that allows them to share their personal needs and desires
To promote and model healthy social support relationships between individuals and
Informed Consent
The group you are considering being a part of utilizes Dungeons and Dragons inspired
role play to treat adolescents with social anxiety over the course of 16 weeks. During the group
meetings, you will create a character and be faced with numerous fantastical adventures. Each
session will last two hours that will be spent on reflection, gaming, and integration.
Confidentiality
Your therapy is distinctly catered to you and the other individuals within the group;
therefore, session meetings will remain confidential between your facilitator and the members of
the group. Because narrative stories are being created and members may want to recount heroic
feats or narrow escapes to individuals outside of the group, it will be urged to only recount the
events that occur by using the names of the characters within the game and refrain from using
names of other members of the group during any retelling. To ensure confidentiality to the best
of the facilitator’s ability, during the first session this confidentiality clause will be reiterated in
be noted that confidentiality can be broken if the following instance ensue: 1) Credible threats of
suicide or harm against oneself or another, 2) evidence of abuse against a child or elder, and 3) if
There are inherent risks when sharing therapy with other individuals. While engaging in
storytelling, you may come across sensitive emotions that feel uncomfortable or difficult to
USING DUNGEONS AND DRAGONS AS THERAPY 8
express. While this is normal, you should always communicate with the facilitator about how
you are feeling if you are uncomfortable discussing it with the group. While confidentiality is
strongly urged and will be recited, there is always a small chance that information shared in the
group may expand outside of the group either intentionally or unintentionally, this will be
Your signature below will serve as written consent to enter the group as well as indicates
that you have read and understood the information outlined above.
Name ______________________________________________________________
Parent/Guardian Name_________________________________________________
The first session is to help the members get acquainted with the format of Dungeons and
Dragons as well as obtaining the necessary narrative components to allow them to interact in the
fantasy world.
Materials: Informed Consent, D&D Rule Book, Gaming Etiquette sheet, Class flowchart,
character sheets, backstory sheet, writing utensils, five (5) sets of polyhedral dice
The facilitator will introduce themselves and state their favorite letter and write it on a
portable dry erase board. Each group member will take turns introducing themselves and stating
their favorite letter (or any letter from the alphabet) and copying it to the dry erase board; once
each member has introduced themselves, then the written letters will be spoken aloud and group
will be informed they helped to create the name of the character that will aid the members of the
adventuring party and will be played by the facilitator. The facilitator will proceed to the
The facilitator will hand out character flowchart, character sheet, and character backstory
sheets. Gaming etiquette expectations will also be discussed. Sets of polyhedral dice and writing
utensil should also be distributed. Using the distributed materials, the facilitator and group
members will begin to create their character following instructions from the rule book that is
read aloud by the facilitator. To start everyone will select a specialization or class they are
USING DUNGEONS AND DRAGONS AS THERAPY 10
interested in from the flow chart, then they will be direct to roll the dice to determine what their
characters are good and bad at. After determining skills, players will begin to write a brief
backstory on the provided corresponding sheet. This can be expanded at any time and serves
mostly as a launching point. After character creation is complete the facilitator will move to the
warm-up activity.
The facilitator will guide each member to imagine neutral or pleasing people, places, or
things, making sure to shift between different images multiple times. Members will then be
asked to describe or suggest images for the facilitator to describe. After each member has
suggested an image, the facilitator will begin to describe one last fantastical setting.
The last scene described by the facilitator will serve to set the scene where the
adventurers will meet – a hillside festival outside of a coastal town. The facilitator’s character
will select this group to help him gather the wagon with a special artifact inside. During this
process, the characters can introduce themselves. Inevitably, the party returns with the wagon to
find other festivalgoers encased in a heavy layer of ice. The distant town seem to be undergoing
After the game session, the facilitator should give each member time to reflect on the
following questions:
https://thedungeonhacker.com/2017/01/15/dnd_class_flow_chart/
USING DUNGEONS AND DRAGONS AS THERAPY 13
Character Backstory
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USING DUNGEONS AND DRAGONS AS THERAPY 14
Character Sheet
USING DUNGEONS AND DRAGONS AS THERAPY 15
https://media.wizards.com/2015/downloads/dnd/DDALRoD_CharacterSheet.pdf
Gaming Etiquette
https://i.pinimg.com/originals/be/1f/13/be1f134fd104b4ac828a7e7b5139117c.jpg
USING DUNGEONS AND DRAGONS AS THERAPY 16
As with most sessions outside of the first, the core of the session is to draw elements from
gameplay to apply them to the player as well as incorporating therapeutic techniques into
gameplay to raise awareness on the narrative (character) and meta (personal) levels.
Materials: D&D Rule book, character sheets, backstory sheet, writing utensils, five (5) sets of
polyhedral dice
The meeting should open with a recap of the previous sessions leading up to current
events. The warmup activity will be initiated from within the game; as the adventuring party
returns the stolen ice crown relic to the pulpit in the crypt, they are all overcome with the
courage to speak deep truth. Group members will take turns revealing something their character
has been closely guarding. Players are encouraged to reveal a secret that is confrontational in
nature, so that character can work through unfinished business. Once issues are revealed and
After the warmup task, players are asked to explore the different feelings their characters
are experiencing. The crown’s return to the pulpit activates a ray of light guiding them to a
hidden door that has been revealed on the other side of the ice crypt. Players will investigate and
be confronted by ice warriors. Continuing to the passage, players be met with numerous
distressing scenes played out by shifting ice. Continuing to a large throne room, they encounter
various enemy ice monsters commanded by a large ice golem that seems to hold someone within
USING DUNGEONS AND DRAGONS AS THERAPY 17
it. After successfully defeating the ice golem’s army, the golem will melt to reveal the
facilitator’s character that had gotten lost the session prior. The fate of this character is up to the
facilitator’s discretion. The ray of light still directing them beyond an ice wall, the players must
now solve a puzzle to proceed. The wall begins to melt and the session ends.
to, therefore the facilitator should direct players to inspect their actions and exaggerate them. To
maximize effectiveness, the facilitator should use emotional descriptors to elicit unique
emotions, especially disgust, as it will prove useful in personal reflection by the players, as
Players will be encouraged to pick an interaction from the past session and asked to
switch roles with another player so they can examine the scene from an alternative perspective,
trying to examine which emotion the assumed character may have felt and which of those
emotions may parallel those felt by their actual character. One example may be swapping places
with the facilitator’s character in the ice and getting to watch the fierce battle play out while
Each member should describe which moment of the session was most impactful for both
their character and for themselves as the player. After each member has shared, the facilitator
What advice would your character give to you? For the next session, bring in one
3) What aspects of the facilitator’s narrative style added most to the experience?
4) Which aspects of the facilitator’s style detracted from the narrative experience?
8) Did your time in fantasy allow you to explore realistic interpersonal interactions?
USING DUNGEONS AND DRAGONS AS THERAPY 19
Resources
panic/guide/mental-health-social-anxiety-disorder#1
For those that are unaware of Role-Playing games and want to know what it is.
http://wheelhouseworkshop.com/2016/04/27/what-exactly-is-a-tabletop-role-playing-
game-anyway/
Podcast Interview with leading clinicians that incorporate Dungeons and Dragons in
therapy: https://www.youtube.com/watch?v=OTynipvVz8M
A link to a Blogger’s personal advice about dealing with social anxiety. “5 Seconds of
advice-overcoming-social-anxiety-5-seconds-courage/
National contact for more information on the intersection between therapy and role play:
https://gametogrow.org/contact/
https://media.wizards.com/2015/downloads/dnd/DMBasicRules.pdf
https://www.youtube.com/watch?
v=LQsJSqn71Fw&feature=share&fbclid=IwAR1cTqnSZYexLwIbkJW51vN6NPAQ-
o6ZJvmi7adjf8C8Y26g7Zf6EYlo1eM
USING DUNGEONS AND DRAGONS AS THERAPY 20
https://www.youtube.com/watch?v=IC4KFnv4jIU&feature=youtu.be
To help facilitators get a glimpse into the perspective of the socially anxious, the
following link describes a game where players help an anxious girl make oatmeal – game
https://www.gamasutra.com/view/news/271251/Every_decision_is_wrong_Portraying_so
cial_anxiety_in_a_game.php
A book to reframe how social values may influence facilitator’s expectations of the “end
goal”: https://www.amazon.com/Quiet-Power-Introverts-World-
Talking/dp/0307352153/ref=sr_1_1?ie=UTF8&qid=1414250338&sr=8-
1&keywords=quiet&pldnSite=1
USING DUNGEONS AND DRAGONS AS THERAPY 21
Application Issues
The proposed group plan is more involved than some tabletop roleplaying games, though
the demand for a room with chairs, a table, and a few printable supplies should not cause
significant problems. If the session cannot be held within a specific room, it can easily be shifted
to a different, but equally accommodating environment. While the hope to provide a special item
to officiate the transformation from player to character, such as a tiara, is valiant, there are some
inheritably a type of performance. If the facilitator does not link each individual effectively then
they run the risk that some members may be unwilling to engage in the adventure because they
are afraid of being negatively evaluated. Also depending on the nature of each group member
and the collaborative decision-making process combined with the gestalt therapeutic lens, a
difficulty may arise if an impasse is reached and characters are unable to reach a mutually
agreed-upon decision (Gladding, 2015). There may be some concerns that by allowing violence,
even fantasy, it may inadvertently provide encouragement for group members to utilize violence
as a problem-solving technique.
There exist some ethical concerns regarding the appropriateness of implementation. Such
is that roleplay is not recommended for individuals who possess a weak grip on reality as it may
only facilitate further blurring between the fantasy world and reality (Adams, 2013). With this in
mind, it is necessary to conduct appropriate evaluation when considering the client’s fit for this
program. Further research conducted by Lee and Leeson (2015) also suggests that escapist
behavior similar to that of addicts may emerge in a small percentage of extremely maladapted
individuals, as they either cannot cope or refuse to invest in reality, opting instead for a fantasy
USING DUNGEONS AND DRAGONS AS THERAPY 22
where their presenting issues do not exist. It should also be noted that this is more commonly
found in videogames centered around roleplaying. While Gladding (2015) mention that roleplay
is suitable for all ages, there still is not a wide array of information regarding efficacy of role
play with different ethnic or cultural groups, aside from limited preliminary research that Gestalt
playgroups, similar to roleplay, is effective with cultures that value academic achievement, such
References
Adams, Aubrie S. (2013) "Needs Met Through Role-Playing Games: A Fantasy Theme Analysis
Anxiety and Depression Association of America, ADAA. (2019). Retrieved 17 September 2019,
from https://adaa.org/about-adaa/press-room/facts-statistics
Blackmon, W. D. (1994). Dungeons and Dragons: The use of a fantasy game in the
124–132.
Coe, D. F. (2017). Why People Play Table-Top Role-Playing Games: A Grounded Theory of
Daniau, S. (2016). The transformative potential of role-playing games: From play skills to
Enfield, G. (2007). Becoming the hero: The use of role-playing games in psychotherapy. In L. C.
Rubin (Ed.), Using superheroes in counseling and play therapy (pp. 227-241). New
Education.
Lee, B. W., & Leeson, P. R. C. (2015). Online gaming in the context of social anxiety.
https://www.nimh.nih.gov/health/statistics/social-anxiety-disorder.shtml
Dissertations. 502.