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Role-playing games, motivation and emotion:
How do role-playing games shape player emotions, motivation, and behaviour?

Overview

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Scenario
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A group of friends get together to play a role-playing game in which each person creates a character with a unique story. Summer plays as a fearless adventurer, while Autumn plays a shy healer trying to overcome his fears. As the game progresses, Summer feels excitement and confidence when her character faces challenges, while Autumn, through his character, finds himself making decisions that push him out of his comfort zone.

After the game, they realise that these emotional experiences go beyond the game itself. Summer feels more motivated to take on real-life problems with confidence, and Autumn sees how his character's journey helped him face his own anxieties. The game allowed them to explore different aspects of their personalities in a fun and safe environment.

Role-playing games (RPGs) have exploded in popularity[factual?], especially since the COVID-19 pandemic hit. By stepping into the shoes of different characters, players either get to shape or create the story. It is wild how games can mess with your head, making you feel certain ways and pushing you to do things you would not normally do. At the same time, your mindset can totally change how you play the games. This crazy connection between the player and the games shows how our motivation and emotions shape our choices, and how those choices, in turn, affect how we feel. This chapter focuses on the relationship between RPGs, motivation and emotion.

Focus questions:

  • What are role-playing games?
  • How do role-playing games influence players' sense of identity and self-concept?
  • How do role-playing games inspire players to reach their goals, both in the game and in real life?
  • What are the potential positive and negative effects of immersive role-playing experiences on players' mental and emotional well-being?

What are RPGs?

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Role-playing games (RPGs) are games in which players take on the roles of characters in a made-up world. Typically, players create or choose characters with specific traits and work together or compete to achieve goals. Their actions influence the unfolding events, shaped by the game or other players. The core element of RPGs is that players have full control over their characters, deciding their appearance, role, function, and stats (Yuliawati et al., 2024). The character remains central until it dies, exits, or the player switches roles. In tabletop RPGs, a "game master" (GM) guides the story and manages the rules (Zagal & Deterding, 2018).

Types of RPGs

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There are three common types of RPGs:

Tabletop RPGs

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Figure 1. Dungeons and Dragons game (Tabletop RPGs)

A tabletop role-playing game (TTRPG or TRPG), also called a pen-and-paper RPG, is a board game where players gather in-person or online. It follows a structured plot with set rules, led by a game master. The gameplay is turn-based, involving dice, rulebooks, and character sheets (Otani et al., 2024). Dungeons & Dragons is the most famous example, with virtual versions like Tabletop Simulator, Heroes of Might and Magic, Pathfinder, and Fiasco.

Online RPGs

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Figure 2. Final Fantasy battle example (Online RPGs)

A massively multiplayer online role-playing game (MMORPG) is an online game where thousands or even millions of players join a shared server. Players create characters, upgrade skills, and complete quests. Some games emphasize showcasing skills, while others focus on role-specific gameplay (Baker, Turner, and Kotera, 2023). Popular examples include World of Warcraft, Final Fantasy, and Animal Crossing.

Live Action Role-Playing

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Figure 3. Cantas de cazera Strongtales live action games

Live Action Role-Playing (LARP) is a role-playing game where players physically embody characters, often inspired by movies or books, in real-world settings (Tychsen et al., 2006). Players wear costumes, use props, and pursue fictional goals within the game space. The narrative is driven by player interaction and guided by game organizers.

How do role-playing games influence a player's sense of identity and self-concept?

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In RPGs, players frequently project parts of their personalities onto characters, creating an idealised or exaggerated version of themselves. These games provide opportunities for players to explore different identities, challenge their attitudes toward themselves, and broaden their self-perception (Meriläinen, 2012). In addition, the games' emphasis on critical and creative thinking encourages players to acknowledge their own abilities and resources (Weigel & Rudnick, 2023). By adopting diverse characteristics, gamers can have a better understanding of others' viewpoints and feelings.

Role-playing as a tool for self-discovery

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RPGs provide a safe space for individuals to express themselves without fear of judgment (Weigel & Rudnick, 2023). In everyday life, people often feel pressured by social norms and expectations that may not reflect their true selves. This phenomenon is called the Proteus effect, which states that individuals may alter their behaviours based on their avatars' characteristics (Yee & Bailenson, 2007). Stereotypes linking attractiveness with confidence and leadership strengthen this effect, leading people to show more of these traits when they play as idealised characters. Through these games, players can adopt characters that mirror or contrast their real-life traits (İskender, 2023).  The behaviours and decisions they make in-game may differ from real life but can reveal hidden aspects of themselves.

Case study:

Messinger et al. (2008) conducted a meta-analysis on 46 quantitative experimental studies that examine the relationship between avatar characteristics and user behaviour in virtual environments. The results showed small to medium effect sizes (ranging from 0.22 to 0.26), confirming a reliable link between avatar appearance and behavioural outcomes. Specifically, participants who designed more attractive avatars reported being more confident and extroverted than their real-life actions. Similarly, users of taller avatars were more assertive in negotiation tasks.

Emotional reflection and identity formation

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Marcia's [what?] theory (1966) outlines four identity stages: diffusion, moratorium, foreclosure, and achievement. To illustrate this, let’s consider a person named Leah. In diffusion, Leah has no strong commitments or exploration. In moratorium, she experiments with roles to find what suits her. Foreclosure is when Leah decides without considering alternatives, while achievement is when she commits after exploring options. RPGs provide a platform for identity moratorium, letting players explore different roles without real-world consequences (Meeus, 2012). This safe space offers personal growth as they reflect on values and preferences.

The emotions of the controller and the character are intimately linked to each other, causing identity bleeding, where a player's virtual persona begins to invade their actual life, or vice-versa (Hugaas, 2024). RPGs, especially those with complex plots, intensify this effect due to their immersive nature. Over time, players may adopt traits of their characters, such as increased confidence from playing a confident role. Additionally, Hugaas (2024) distinguishes between ego bleed, where the player's personality affects their character, and emancipatory bleed, where role-playing helps confront suppressed aspects of identity. Based on these features, RPGs have potential therapeutic applications including being used to heal emotions. In 1994, Blackmon reported using Dungeons & Dragons (D&D) in the treatment of a 19-year-old patient named Fred, who had an obsessional, schizoid personality. Fred was able to safely work through his emotions through D&D's rules, which reduced anxiety and provided a framework for self-therapy.

Narrative therapy is a psychotherapy strategy in which people assess and reconstruct their own stories to improve their self-esteem and quality of life (Zadeh-Mohammadi et al., 2013). It promotes self-awareness by exploring emotions and interpreting life experiences. Kerr (2020) claims that D&D, with its focus on overcoming challenges, mirror aspects of mental health rehabilitation. Another research, Baker et al. (2023), noted that RPGs can reduce anxiety and improve social skills, helping players reframe negative experiences through storytelling.

Impact of in-game success on self-perception

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The impact of role-playing game success on self-perception is a complex process involving many psychological factors. Achievements like completing quests or upgrading characters boost players' confidence and self-esteem both in-game and in real life. According to Deci and Ryan's (2000) Self-Determination Theory, individuals have psychological needs for autonomy (creating characters), competence (solving problems), and relatedness (interacting with others). Players enjoy the freedom to shape their characters' backstories and actions, giving them a strong sense of autonomy. Additionally, facing challenges—such as solving puzzles or defeating enemies— enhancing their competence through rewards like new skills or levels. A study by Sheldon and Filak (2008) highlighted that when players regard their decisions as meaningful, their intrinsic motivation increases, which aligns with SDT's focus on autonomy.

Furthermore, to succeed in RPGs, players must frequently communicate and collaborate with their teammates. In accordance with Baumeister and Leary's theory of the need to belong, success in a group can strengthen relations and make players feel as if they have a place and value in a social community. This sense of connection not only improves the game experience but also encourages self-awareness and well-being (Kilmer et al., 2024). Likewise, when participants form close friendships with their teammates, they not only make new friends but also boost their general happiness and well-being. Moreover, players develop resilience by learning to cope with failure through trial and error in the game (Steinkuehler & Duncan, 2008). When they achieve their goals in the game, they can transfer this mindset to real life, believing that they can overcome setbacks just as they did in the game.

What psychological need is fulfilled when players have the freedom to create and control their characters in RPGs?

Autonomy
Competence
Relatedness
Mastery

Baumeister and Leary's theory of the need to belong is primarily linked to which aspect of RPG success?

Developing character backstories
Collaborating and succeeding as a team
Acquiring new skills and items
Learning through trial and error


How do role-playing games inspire players to reach their goals, both in the game and in real life?

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The levelling mechanism and unlocking of new abilities in RPGs create a clear sense of progress, forcing players to keep striving for development. Rewards such as treasure, equipment, or character improvements are not only satisfying, but also become powerful motivators, motivating players to achieve their in-game goals (Domingues et al., 2024).

Motivational mechanics in RPGs

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RPGs require strategic decision-making, like choosing weapons, attacking or defending, and managing resources during battles (Funk, 2021). Players do not rely entirely on chance but must also think critically and alter their plans as conditions change. These skills translate to real life; for example, instead of getting frustrated by a tough math problem, players seek alternate solutions, just like in the game. At work, they can break down tasks, plan, and adjust their approach as needed, similar to how they adapt tactics in gameplay.

One strength of RPG mechanics is the power they give players to control their character’s actions, skills, and story direction (Bowman, 2024). By learning to make good decisions in games, players can apply those skills to real-life challenges. Managing their actions in RPGs helps them self-organise, reflect, and regulate behaviour, motivating them to pursue goals. In addition, dealing with failure in games can teach players to view failure as part of the learning process, making them more persistent and resilient in real life (Powers & Moore, 2021).

Transfer of motivation from virtual to real life

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In a level or a chapter of the story, players have clear goals, like collecting items and completing tasks to upgrade their character. In life, this teaches them to break big goals into smaller steps, making progress easier to track and reducing stress. For example, instead of just aiming to "do well in school," they can set specific goals like "complete 5 homework assignments each week."

Building a team with diverse roles, listening to others, and making joint decisions is a key skill RPGs promote (Bowman, 2024). Players learn that they do not have to do everything alone and can seek help in real life. For example, study groups allow them to share knowledge and motivate each other, making learning more effective. Similarly, joining clubs creates relationships and support.

Emotional rewards and real-life goals

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RPGs provide joy and satisfaction when players complete tasks or overcome challenges, generating a sense of fulfilment from reaching what once seemed impossible (Bowman, 2024). Moreover, when individuals share a victory, they feel connected to each other and preserve memories of friendship, like a football team celebrating a victory after overcoming a tough match together. These bonds last in real life, helping players make friends and support each other in various aspects of life.

The storyline and character psychology have a significant impact on players, particularly when they seriously integrate the character. In games like Silent Hill 2, which focuses on psychological themes, the protagonist's struggles with guilt manifest through events and monsters that represent dark emotions. From here, the player not only improves their capacity to think critically and perceive problems, but also develops empathy when dealing with the same situation in real life. Furthermore, when players relate to a character’s pain, they can indirectly confront their problems, so healing is through the character's journey.

James, a university student, plays an RPG where the character, Arin, faces trauma similar to his own. As Arin overcomes challenges and emotional pain, James relates to the character’s journey. This connection helps James indirectly process his grief and feel less isolated in his struggles. How does James benefit from connecting with Arin?

Improves cognitive skills
Solves real-life issues directly
Uses the game for escapism
Experiences emotional healing through Arin’s journey


Effects of immersive role-playing experiences on players' mental and emotional well-being

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What are the potential positive and negative effects of immersive role-playing experiences on players' mental and emotional well-being?

[Provide more detail]

Positive effects

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Baker et al. (2023) describe how the games bring players together via shared narratives and collaborative worldbuilding, resulting in a sense of belonging and social connection. Collaboration in virtual worlds teaches players teamwork, communication skills, and the understanding that individual success is often tied to collective success. This environment encourages listening, negotiation, and respect, forming a strong community. Shared experiences and completing quests can lead to lasting friendships both in-game and in real life (Vasalou et al., 2008). Furthermore, gamers can escape daily stressors, such as work and personal issues, allowing them to relax and recharge, which promotes a positive attitude toward practical life (Kowert et al., 2014).

Players may also use it as a tool for personal growth, self-expression, and even therapy, exploring various aspects of themselves and their relationships. (Baker et al., 2023). RPGs encourage players to face challenges they may not experience in real life, helping them make moral decisions and manage conflicts, which fosters the development of personal values and emotional resilience. This process increases self-awareness of strengths and weaknesses, boosting confidence. In addition, the freedom to create diverse characters allows players to express identities they might not explore in daily life, helping them understand their desires and how they wish to interact with the world (Bowman, 2024). Moreover, RPGs have the potential to be a form of therapy, where players explore and work through personal or social issues in a safe way. Psychologists use these games in narrative therapy because they let clients build scenarios to address psychological difficulties without immediate consequences, producing insights about themselves and their relationships. (Baker et al., 2023).

Negative effects

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Some players use RPGs to escape real-life problems or stressors (Wang et al., 2021). However, excessive gaming can lead to social isolation, as players become so absorbed in the game's adventures that they lose interest in connecting with family and friends (Nebel & Ninaus, 2022). This isolation can result in psychological issues like anxiety and depression due to a lack of meaningful real-world experiences and community. If this behaviour persists, reintegrating into society can be difficult, with a loss of important communication skills such as empathy and conflict resolution. Instead of providing relaxation, RPGs can become a source of isolation and loneliness (Kowert et al., 2014). Additionally, a strong desire for in-game achievements can lead to increased gaming time, cognitive distortions about success, and negative emotional symptoms (Wang et al., 2021).

Extended or intense role-playing can blur the lines between "self" and "character," prompting aspects of the virtual character to invade the player's self-perception. Conflicts can arise when a character's ideals and behaviours clash with the player's personal beliefs (Shin et al., 2021). This complexity is heightened during identity formation or adjustment. For instance, a player embodying a strong, aggressive anti-hero may feel rebellious, despite being peace-loving in real life, leading to mental tension and imbalance. Moreover, some role-playing games, especially those with violence or horror, can evoke negative emotions like stress and fear (Blasi et al., 2019). For emotionally vulnerable players, unpleasant in-game situations can lead to increased feelings of anxiety or despair in real life.

Conclusion

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RPGs are more than just a source of entertainment; they also have a huge influence on players' motivation and emotions. Through the mechanism of setting clear goals, achievements and rewards, RPGs encourage perseverance, helping players develop problem-solving skills and creative thinking. Furthermore, they provide opportunities to explore different aspects of themselves in a safe and controlled environment. This not only boosts self-esteem, but also allows gamers to acquire stronger empathy for other individuals and circumstances. This potential has opened up remarkable therapeutic applications, helping players to both entertain and improve their mental health via role-playing and solving personal problems. Nevertheless, one should not become overly invested in the game that they lose themselves. Thus, RPGs can continue to play a vital part in supporting personal growth and dealing with challenges, but players must be aware of their negative impacts and adjust themselves and their time accordingly.

See also

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References

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Baker, I. S., Turner, I. J., & Kotera, Y. (2023). Role-play Games (RPGs) for Mental Health (Why Not?): Roll for Initiative. International Journal of Mental Health and Addiction, 21(6), 3901–3909. https://doi.org/10.1007/s11469-022-00832-y

Blackmon, W. D. (1994). Dungeons and Dragons: The use of a fantasy game in the psychotherapeutic treatment of a young adult. American journal of psychotherapy, 48(4), 624-632. https://doi.org/10.1176/appi.psychotherapy.1994.48.4.624

Blasi, M. D., Giardina, A., Giordano, C., Coco, G. L., Tosto, C., Billieux, J., & Schimmenti, A. (2019). Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers. Journal of behavioral addictions, 8(1), 25-34. https://doi.org/10.1556%2F2006.8.2019.02

Bowman, S. L. (2024). Finding the self in role-playing games: Weaving myth, narrative, and identity. Media Practice and Education, 1-14. https://doi.org/10.1080/25741136.2024.2324085

Domingues, J. M., Filipe, V., Carita, A., & Carvalho, V. (2024). Understanding the Impact of Perceived Challenge on Narrative Immersion in Video Games: The Role-Playing Game Genre as a Case Study. Information, 15(6), 294. https://doi.org/10.3390/info15060294

Funk MA, S. (2021). Examining The Implications Of Tabletop Roleplaying Games For Use In Leadership Development: An Integrative Review. All Student Scholarship. 413. https://digitalcommons.usm.maine.edu/etd/413

Hugaas, K. H. (2024). Bleed and Identity: A conceptual model of bleed and how bleed-out from role-playing games can affect a player’s sense of self. International Journal of Role-Playing, (15), 9-35. https://doi.org/10.33063/ijrp.vi15.323

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Zagal, J. P., & Deterding, S. (2024). Definitions of “Role-Playing Games.” In The Routledge Handbook of Role-Playing Game Studies (1st ed., pp. 21–55). Routledge. https://doi.org/10.4324/9781003298045-3

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