This document presents a comprehensive, evidence-based proposal for implementing role-playing game (RPG) therapy programs in correctional facilities, beginning with Dungeons & Dragons (D&D). Drawing from extensive scholarly research, one can demonstrate how RPG-based interventions can effectively reduce recidivism while teaching critical life skills including emotional regulation, strategic thinking, teamwork, and coping mechanisms. This proposed program addresses the urgent need for innovative, cost-effective rehabilitation approaches that engage prisoners in meaningful therapeutic work while overcoming traditional barriers to mental health treatment in correctional settings.
The United States faces a recidivism crisis, with 67% of released prisoners re-arrested within three years and 83% within nine years. Despite spending $80 billion annually on incarceration, traditional punitive approaches have failed to rehabilitate offenders or protect public safety. However, evidence shows that well-designed rehabilitation programs can reduce recidivism by 14.8% or more, with some cognitive-behavioral interventions achieving reductions of up to 30%.
Role-playing games, particularly Dungeons & Dragons, represent an untapped resource for prisoner rehabilitation. Historical evidence suggests that role-playing was used as early as the 1930s as a therapeutic practice within the New York state penal system, establishing a precedent for its use in correctional settings. Recent research from multiple universities and clinical settings confirms RPGs' effectiveness in:
Reducing depression, stress, and anxiety
Improving self-esteem and self-efficacy
Developing social skills and emotional regulation
Fostering problem-solving and strategic thinking
Building therapeutic alliances and peer support
1. Safe Emotional Distance Research published in the International Journal of Role-Playing demonstrates that RPGs allow participants to explore personal trauma and emotional challenges through character proxies. This "therapeutic distance" enables individuals to process difficult experiences without triggering overwhelming emotional responses. As documented in clinical case studies, prisoners can create characters that reflect their experiences while maintaining psychological safety.
2. Cognitive Behavioral Integration D&D naturally incorporates cognitive-behavioral therapy (CBT) principles through:
Decision-making scenarios that challenge criminal thinking patterns
Consequence modeling where players see immediate results of choices
Problem-solving exercises requiring creative, non-violent solutions
Emotion regulation practice through character role-play
Multiple studies confirm that CBT-based interventions in prisons reduce recidivism by 20-30%, and RPGs provide an engaging vehicle for delivering these evidence-based techniques.
3. Social Skill Development A 2024 study from James Cook University found that eight weeks of D&D gameplay significantly improved participants' mental health metrics. The collaborative nature of RPGs builds:
Teamwork and cooperation skills
Communication and active listening
Empathy through perspective-taking
Conflict resolution without violence
Phase 1: Initial D&D Program (Months 1-6)
8-week introductory campaigns (1-hour sessions)
Groups of 3-6 participants with trained facilitators
Focus on basic game mechanics and social interaction
Pre/post psychological assessments
Phase 2: Advanced Therapeutic Integration (Months 6-12)
Longer campaigns incorporating specific therapeutic goals
Character development tied to personal growth objectives
Facilitated reflection sessions after gameplay
Peer mentorship opportunities for experienced players
Phase 3: Expansion and Diversification (Year 2+)
Introduction of other therapeutic RPG systems
Individual therapy sessions using RPG elements
Training selected inmates as assistant facilitators
Family engagement sessions where appropriate
Mental Health Improvements
University College Cork (2024): Players showed increased autonomy, personal growth, and enhanced coping skills
Clinical case studies: Significant reductions in depression, anxiety, and PTSD symptoms
Multiple studies: Improved emotional regulation and distress tolerance
Behavioral Changes
Reduced institutional violence and rule violations
Increased program participation and engagement
Better conflict resolution skills
Improved relationships with staff and other inmates
Recidivism Reduction While direct recidivism data for RPG programs is emerging, the therapeutic mechanisms align with proven interventions:
Therapeutic communities show 36% reduction in recidivism
CBT programs achieve 15-30% reduction
Programs addressing multiple criminogenic needs show cumulative effects
Initial Investment:
Basic D&D materials: $50-100 per group
Facilitator training: $2,000-5,000 per staff member
Assessment tools: $500-1,000 per facility
Return on Investment:
Each prevented re-offense saves $31,000-151,000 in incarceration costs
Reduced violence decreases medical and security expenses
Improved mental health reduces psychiatric intervention needs
Enhanced rehabilitation outcomes improve facility ratings and funding eligibility
Concern: "Games aren't serious rehabilitation."
Response: RPGs are structured therapeutic interventions used successfully in hospitals, schools, and mental health facilities worldwide. The American Therapeutic Recreation Association recognizes RPGs as evidence-based therapeutic tools. Historical precedent shows role-playing's origins in 1930s prison rehabilitation, demonstrating its legitimacy in correctional settings.
Concern: "Security and control issues."
Response: D&D requires only paper, pencils, and dice, no technology or potentially dangerous materials are required. Sessions occur in controlled environments with trained staff supervision. The collaborative nature of gameplay actually reduces conflicts, as documented in facilities already using therapeutic communities.
Concern: "Why fund games instead of 'real' programs?"
Response: RPG therapy delivers multiple analogs to evidence-based interventions simultaneously:
Cognitive-behavioral therapy (proven 15-30% recidivism reduction)
Social skills training (critical for reentry success)
Mental health treatment (addressing root causes of criminal behavior)
Educational elements (improving literacy and numeracy)
The engaging nature of RPGs achieves higher participation rates than traditional programs, maximizing impact per dollar invested.
Initial Skepticism: "This is kid stuff."
Engagement Strategy:
Emphasize strategic and tactical elements
Highlight famous players (celebrities, athletes, tech leaders)
Start with voluntary participants who become peer advocates
Focus on character power and progression as metaphors for personal growth
Concern: "Prisoners should be punished, not playing games."
Evidence-Based Response:
Punishment alone increases recidivism, endangering public safety
Rehabilitation through engagement reduces future victims
Norway's game-inclusive rehabilitation model achieved 29% recidivism reduction
Every prevented crime protects community members
Months 1-3: Staff recruitment and training
Months 4-6: Pilot program with 2-3 groups
Months 7-9: Data collection and refinement
Months 10-12: Expansion to 10 groups, peer facilitator training
Therapeutic Game Options:
Therapy & Dragons: Specifically designed for mental health
Critical Core: Emphasizes social skill development
Collaborative storytelling systems: Focus on narrative therapy
Strategy games: Enhance planning and consequence evaluation
Population-Specific Programs:
Youth offender campaigns
Women's therapeutic groups
Trauma-focused gameplay
Substance abuse recovery integration
System-Wide Implementation
Research Partnerships with Universities
Facilitator Certification Program
Family Engagement Initiatives
Reentry Support Groups
Short-Term (3-6 months):
Program attendance and completion rates
Participant satisfaction scores
Behavioral incident reductions
Mental health assessment improvements
Medium-Term (6-12 months):
Institutional rule compliance
Educational program participation
Peer relationship quality
Staff safety reports
Long-Term (1-3 years):
Recidivism rates
Employment post-release
Community integration success
Cost savings analysis
Partner with academic institutions to conduct:
Randomized controlled trials
Longitudinal outcome studies
Qualitative narrative analysis
Cost-benefit evaluations
Program Coordinator (1 FTE)
Trained Facilitators (2-4 per facility)
Mental Health Liaison (0.5 FTE)
Research Associate (0.5 FTE)
RPG mechanics and facilitation
Therapeutic intervention techniques
Group dynamics management
Crisis intervention protocols
Data collection procedures
Game materials (books, dice, character sheets)
Dedicated program space
Assessment tools
Documentation systems
Research database access
This program represents more than entertainment or distraction. Through the structured creativity of role-playing games, we offer prisoners tools to:
Rewrite their narratives from villain to hero
Practice prosocial behaviors in safe environments
Build genuine connections through shared storytelling
Develop emotional intelligence through character exploration
Master problem-solving without violence or crime
By establishing RPG-based therapeutic communities within prisons, we create "Cognitive Communities" where:
Prosocial thinking is reinforced 24/7
Peer support extends beyond formal sessions
Success is celebrated collectively
Rehabilitation becomes collaborative adventure
The evidence is clear: role-playing games offer a unique, engaging, and effective pathway to prisoner rehabilitation. By combining proven therapeutic techniques with the motivational power of gameplay, we can achieve what traditional programs often cannot—genuine engagement, skill development, and lasting behavioral change.
This is not about being "soft on crime" but smart on rehabilitation. Every prevented re-offense protects a potential victim. Every transformed life strengthens our communities. Every successful reentry reduces the burden on taxpayers and the justice system.
We invite you to join us in this evidence-based innovation. Together, we can transform prisons from warehouses of human potential into workshops of human transformation. The dice are in our hands—let's roll for a better future.
Bureau of Justice Statistics. "2018 Update on Prisoner Recidivism: A 9-Year Follow-up Period (2005-2014)." U.S. Department of Justice, 2018.
NCJRS. "Recidivism, Incarceration, and Crime." National Center for Biotechnology Information, 2025.
Prison Legal News. "Long-Term Recidivism Studies Show High Arrest Rates," 2019.
Neal Davis Law. "Recidivism, Reentry and Criminal Justice Reform in Texas," 2025.
Center for Responsible Federal Budget. "Does the U.S. Spend $80 Billion a Year on Incarceration?" 2015.
Equal Justice Initiative. "Mass Incarceration Costs $182 Billion Every Year," 2022.
The Source at Washington University. "Cost of incarceration in the U.S. more than $1 trillion," 2020.
County Health Rankings. "Cognitive-behavioral therapy (CBT) for individuals involved in the justice system," 2024.
University of Chicago Crime Lab. "Cognitive Behavioral Therapy for Criminal Offending," 2024.
PMC. "Role-play Games (RPGs) for Mental Health (Why Not?)" National Institutes of Health, 2022.
James Cook University. "Dungeons and Dragons may improve mental health," 2024.
[PDF] ResearchOnline@JCU. "A Study on the Efficacy of the Tabletop Roleplaying Game," 2023.
ICv2. "Academic Study Finds Positive Mental Health Effects from Dungeons & Dragons," 2024.
University College Cork. "Playing Dungeons and Dragons can support mental health," 2024.
EurekaAlert. "Playing Dungeons and Dragons can support mental health," 2024.
First Step Alliance. "Rehabilitation Lessons from Norway's Prison System," 2024.
Encyclopedia.com. "History of Corrections—Punishment, Prevention, or Rehabilitation?" 2025.
NYTimes. "Opinion | Rehab Through Role-Playing," 2018.
Cambridge University. "Games prisoners do not play: against the Hobbes-Zimbardo approach," 2021.
[PDF] Columbia University. "Prison Schools and the New Vision for Rehabilitation in New York," 2023.