I came across a fascinating study by Eklund, which examines the link between online and offline worlds through using the example of social gaming.
Online Gaming
Eklund (2013) observed that “Social interaction is a significant part of MMO (Massively Multiplayer Online) gaming as the gameplay demands group effort to complete game goals; gamers collaborate, compete, and interact with each other. Playing an MMO game allows gamers to immerse in a social world together” (Eklund, 2013, p.2). This highlighted how a lot of the MMOs available on the market are designed to foster a communal interaction where players must work together or against each other, creating a social experience.
Further looking into shared activities, Eklund (2013) notes, “Gaming with others allows the social interaction a focus and a shared sense of understanding, as it is shaped not only around an interest but around shared experiences” (p.7).
Reflection
Reflecting on my hypothesis of using board games (TTRPG in particular) as a bridge for online gamers to link up their online social competence into the real world and practice face-to-face social interactions, it becomes apparent how these board games mirror the social structures of online gaming but with added benefits of direct, personal interaction. Unlike online games, board games and TTRPGs require players to engage in real-time, face-to-face communications, which can lead to enhanced communication skills and deeper connections with peers.
Looking at my previous research inquiries, there’s an increasing recognition of TTRPGs’ potential in therapeutic settings, particular for neurodivergent individuals and individuals facing social isolation. These games are structured yet flexible, they provide safe spaces for players to experiment with social interactions, which can be particularly empowering for those looking to develop their social capabilities in a supportive environment.
One example of an UK organization that uses therapeutic TTRPG to help people is “The Goblin’s Chest.” They’re a workshop provider who uses TTRPG to encourage positive social and communication skills in neurodiverse and neurotypical people of all ages. I have secured an interview session with the creative director at The Goblin’s Chest later this week, and I intend to find out more about this practice.
References
Eklund, L. (2013) The sociality of gaming: A mixed methods approach to understanding digital gaming as a social leisure activity. Doctoral thesis, Uppsala University. Supervisor: K. Bergmark.