this is pretty cool–and intuitively it makes a lot of sense. i would imagine that, informally, many tabletop players have already used the medium as a way of experiencing emotional catharsis (maybe without even realizing it):
While the research is ongoing, many academics and therapists say they have already seen positive results implementing D&D as a therapeutic tool. Most recently, a group of researchers at the University College Cork published findings in the International Journal of Role-Playing showing that D&D can positively support a player’s mental health state.
How does this work? In a standard D&D group therapy session, gameplay begins with an introduction to allow the patient/player to get into their character’s mindset; the game then runs for 70 to 90 minutes, followed by a 15- to 20-minute debriefing session to allow for discussion. The session is intended to provide a safe space for people to explore past trauma and work on social anxiety, depression, or other issues in a productive way.
Through the session, the therapist creates specific scenarios for individual players and the group to interact with. These scenarios may be a partial re-enactment of an issue or memory an individual has faced (such as dealing with a difficult person like a bully or abusive family member) or a unique situation that challenges an individual with a tough decision or invokes an emotional response. The player-driven narrative of D&D enables players to respond to these scenarios however they choose, allowing them to react candidly. The therapist may then allow the individual to sit with their scenario while giving the other players a separate situation or bringing the individual back into the larger narrative after completing the scenario.