Beyond the table and into the dungeon: a study into queer and neurodivergent experiences of identity within tabletop roleplaying games
type: CreativeWork
description: This thesis aimed to research the ways in which queer and neurodivergent individuals explore their identities through tabletop roleplaying games (TTRPGs). It hoped to provide a more in depth look into the lived experiences of the participants, to find out the unique opportunities that TTRPGs could offer for exploring their identity. There were gaps in research in the intersectionality of these topics, as well as non-deficit-based research into neurodivergence. The identity theories used were Eriksons theory of identity, as well as the possible selves theory. The data collection took place over two groups, consisting of interviews and gameplay using the games Dungeons and Dragons and Call of Cthulhu respectively. The results showed that participants used TTRPGs as a way to explore their possible selves in a low-stakes environment. Additionally, the participants displayed a fascination with robots – genderless, emotionless beings – providing a blank slate to explore whatever aspect of themselves they would like to. Finally, participants exhibited strong feelings of wanting to be understood, and TTRPGs allowed them a judgement free, safe space to explore their identities.
abstract: This thesis aimed to research the ways in which queer and neurodivergent individuals explore their identities through tabletop roleplaying games (TTRPGs). It hoped to provide a more in depth look into the lived experiences of the participants, to find out the unique opportunities that TTRPGs could offer for exploring their identity. There were gaps in research in the intersectionality of these topics, as well as non-deficit-based research into neurodivergence. The identity theories used were Eriksons theory of identity, as well as the possible selves theory. The data collection took place over two groups, consisting of interviews and gameplay using the games Dungeons and Dragons and Call of Cthulhu respectively. The results showed that participants used TTRPGs as a way to explore their possible selves in a low-stakes environment. Additionally, the participants displayed a fascination with robots – genderless, emotionless beings – providing a blank slate to explore whatever aspect of themselves they would like to. Finally, participants exhibited strong feelings of wanting to be understood, and TTRPGs allowed them a judgement free, safe space to explore their identities.
author: Reid, Fiona
language: eng
keywords: Neurodivergency, Queer theory, Disability theory, Ludology, Tabletop roleplaying games, Identity theory, Identity exploration, Autism, ADHD
date published: 2024-6-19
date modified: 2026-07-24T00:50:29Z
provider: Abertay University
publisher: Networked Digital Library of Theses and Dissertations
type: WebPage
source organization: Abertay University