This month I attended and presented at Dungeons and Dragons in Higher Education's second online event. Headed by a group of academics who also happen to be gamers, the group has been designed to connect like-minded individuals together to share practice and ideas, and undertake research that demonstrate the potential of Dungeons and Dragons (D&D) in HE. Although my research is not based around D&D or tabletop gaming, it does look at core themes associated with Role Playing Games, so there is a clear 'fit'.
So how and why combine Dungeons and Dragons and Higher Education? To shamelessly copy and paste the answer directly from the site:
"...there has been a growing interest in using table-top role-playing (ttRPG) games like Dungeons and Dragons (D&D) in educational settings. Recent research has begun to explore the potential benefits for mental health and wellbeing from playing D&D, this often linked to opportunities for players to develop social-emotive skills, build self-confidence and learn to express themselves. Researchers have investigated the use of D&D in helping students develop a wide range of employability skills, including critical thinking, problem-solving, creativity, and communication. Finally, others have recognised the opportunity offered by D&D in supporting their disciplinary teaching often in subjects such as history, literature, philosophy, or social sciences. Other opportunities mooted include D&D being used to develop team-based skills such as teamwork, leadership, and decision-making. The basic premise being by working together to navigate a complex and dynamic game world, students can learn how to communicate effectively, make strategic decisions, and collaborate with others to achieve their goals. The rise in online D&D may even offer opportunities for the teaching of digital literacy and technology skills." (Turner, I, 2023)
I gave an updated version of the presentation I delivered in September at Cardiff University, looking more closely at the reasons why my PhD study came about. I briefly introduced the methods of research I'll (probably) be using, and how the discussion around video games being 'good' or 'bad' for players, despite pockets of research claiming that games can have a positive impact on wellbeing, still appears entrenched in the Satanic Panic of the 80s and 90s.
You can watch my presentation on the left, but I would encourage you to take a look at the other presentations from the event. You'll find them here.