Skip to content

Role-playing group intervention as adjunct to treatment-as-usual in a community mental-health setting

Treatment principles embedded in a table-top role-playing game: impact on treatment efficacy and treatment outcomes in a community mental-health setting

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12621000703808
Enrollment
33
Registered
2021-06-08
Start date
2021-06-14
Completion date
2024-11-01
Last updated
2025-10-27

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

None listed

Brief summary

Young people accessing community mental health services often have a history of complex trauma in addition to a wide array of mental health issues including anxiety, depression, borderline personality traits and poor interpersonal skills. Commonly this group of individuals suffer from social anxiety and report difficulties in connecting with peers. Standard treatment approaches vary, but tend to encompass both individual and group therapy with elements of cognitive behavioural therapy (CBT) and/or dialectical behavioural therapy (DBT). Dropout rates tend to be high however, with meta-analyses estimating dropout rates of 25-30% for both group and individual therapy. The current project aims to assess the efficacy of using a table-top role-playing game in a group setting as a means of improving both treatment adherence and treatment outcomes. Clients will play the popular table-top game “Dungeons and Dragons” in groups of eight, which requires them to take on the role of a character and work collaboratively with other characters to solve problems and achieve goals. The aim of this project is to investigate whether treatment principles embedded in a table-top role-playing game can improve both treatment adherence and treatment outcomes in a community mental-health setting. The primary research questions that this study seeks to address are: 1. Whether, relative to a wait-list group who receive treatment as usual, participating in the specialised group intervention significantly reduces self-reported social anxiety and daily-life interference from past trauma/stressful life events. 2. Whether, relative to a wait-list group who receive treatment as usual, participating in the specialised group intervention significantly improves self-reported self-esteem and reduces self-reported depressive symptoms.

Interventions

The current project aims to assess the efficacy of using a table-top role-playing game in a group setting as a means of improving treatment outcomes in a community mental health setting. All clients will continue to receive treatment-as-usual (which can include peer support groups, case management, psychiatrist reviews and medication) during the intervention. Unfortunately, it is not possible to collect data from all of these treatment-as-usual interventions because participants participate flui

The current project aims to assess the efficacy of using a table-top role-playing game in a group setting as a means of improving treatment outcomes in a community mental health setting. All clients will continue to receive treatment-as-usual (which can include peer support groups, case management, psychiatrist reviews and medication) during the intervention. Unfortunately, it is not possible to collect data from all of these treatment-as-usual interventions because participants participate fluidly and inconsistently in various aspects of the programmes, as is common in a community mental health setting. During the intervention, clients will play the popular table-top game “Dungeons and Dragons” in groups of eight, which requires them to take on the role of a character and work collaboratively with other characters to solve problems and achieve goals. The clinical psychologist who leads the game ensures that therapeutic principles related to CBT, unhealthy schemas and psychoeducation are embedded in the game as learning experiences. Those in the experimental group will receive the group intervention across eight weeks (8 sessions, each session two hours long). The sessions will take place in a group room, at the community mental health facility where clients regularly attend. In groups of eight, the clients will play a popular table-top game of Dungeons and Dragons that has been infused with CBT and mindfulness- based concepts. They will role play a character in a fictional world and will be required to work together with other characters to solve problems and overcome obstacles. The clients will roleplay social interactions that will require them to demonstrate effective social skills to achieve their goals. Each client decides the actions that their character will take in the game and then use dice to see if they are successful. The game will include psychoeducation about mental health issues and exploration of personal strengths and weaknesses. Each client will project aspects of their personalities into the character they create. This allows for a safe platform for clients to explore psychological issues. The game will allow for two types of social anxiety exposure. The first is in-person exposure to other clients in the room. The second is in-game exposure as they roleplay social interactions with other characters. The clinical psychologist leading the game will ensure that all characters are involved in the story line, thus ensuring active participation by all clients. Drop out rates will be monitored.

Sponsors

UNSW
Lead SponsorUniversity

Study design

Allocation
Non-randomised trial
Intervention model
Other
Primary purpose
Treatment
Masking
Open (masking not used)

Eligibility

Sex/Gender
All
Age
18 Years to No maximum
Healthy volunteers
No

Inclusion criteria

Inclusion criteria for participants taking part in this study includes: - Individuals aged at least 18 years old. - Referral to participating Community Mental Health Service for complex mental health issues

Exclusion criteria

Exclusion criteria for those who are not eligible to participate in the study includes: - Difficulties with understanding English - Severe cognitive impairment - Clients deemed as high risk to self or others or acutely psychotic. - Clients not willing to abstain from the use of alcohol or other drugs during the group sessions

Outcome results

None listed

Source: ANZCTR · Data processed: Feb 4, 2026