An interventional study of Tabletop Role-Playing Game Program in Social Anxiety, Self Confidence and Psychological Well-Being, sponsored by Kocaeli University. Completed at 1 site in Turkey (Türkiye). Open to participants aged 18 Years and older, including healthy volunteers. Per ClinicalTrials.gov, last updated 2026-11-04.
Sponsored by Kocaeli University · Not applicable, Interventional, and Other
Among 163 studies in Psychological Well-Being with a site in Turkey — 37 open to participants now, 47 under way, none of them phase 3. Psychological Well-Being · Turkey.
Among the 163 studies in Psychological Well-Being with a site in Turkey, this one is the 2nd largest by enrollment of the 150 interventional ones that give a count, is one of 53 that started in 2025, is one of 150 with no phase, and was the 154th registered.
2,193 studies on the registry are indexed under Psychological Well-Being; 728 are open to participants now.
Browse Psychological Well-Being studies →37 of the 163 studies in Psychological Well-Being with a site in Turkey are open now. Recruiting first, the newest first:
Tokat Gaziosmanpasa University · Sites in Turkey
Pamukkale University · Sites in Turkey
Giresun University · Sites in Turkey
Istanbul Medeniyet University · Sites in Turkey
Dokuz Eylul University · Sites in Turkey
A study can be open while its sites in Turkey have not opened yet or have stopped. Only those recruiting at a site in Turkey →
Of the 402 Psychological Well-Being studies recruiting now, 218 (54%) set no upper age limit and 158 (39%) stop at 75 or younger; 120 take children under 18; 203 take healthy volunteers.
This study: 18 Years and older · all sexes · healthy volunteers too.
The full table on the hub →This tab as a report to print or save as PDF → With an account.
163 studies; the count open now beside each. This study's row is marked.
First in 2018; this study’s year is marked. 53 started in 2025.
This study's enrollment of 230 is above the median of 110 across 1,796 interventional studies indexed under Psychological Well-Being.
Median enrollment 63 across the 150 interventional studies, 208 across the 13 observational. Of the 112 that completed or were terminated, 1 (1%) have results posted.
This tab as a report to print or save as PDF → With an account.
None of the 163 has an industry lead sponsor. The 10 most frequent:
Kocaeli University is the lead sponsor of 215 studies on the registry; 39 are open to participants now.
Kocaeli University has 2 studies filed under Psychological Well-Being — fewer than ten, so there is no comparison to draw.
12 of the studies in Psychological Well-Being with a site in Turkey that are under way reach primary completion within a year, 0 of them phase 3. Phase 3 first, then by date:
| Study | Primary completion |
|---|---|
| NCT07926529Çankırı Karatekin UniversityThe Effect of Laughter Therapy on the Quality of Life and Psychological Well-being of Nursing Students | 2026-12 |
| NCT07512817Gazi UniversityThe Effect of Online Solution- Focused Group Counseling On Adjustment, Psychological Well- Being and Resilience | 2026-12-01 |
| NCT07898852Dokuz Eylul UniversityIntegrated Psychoeducation Program for Internalized Stigma in Schizophrenia | 2026-12-25 |
| NCT07928414Melike TürkmenReminiscence Therapy-Based Social Group Work for Older Adults in Long-Term Institutional Care | 2027-01 |
| NCT07154329Tokat Gaziosmanpasa UniversityInternet-Based EMDR Flash Intervention for Test Anxiety in University Students | 2027-01-04 |
Among the 163 studies in Psychological Well-Being with a site in Turkey, from their registry updates:
This tab as a report to print or save as PDF → With an account.
This randomized controlled study evaluates the effects of a four-month tabletop role-playing game (TTRPG) program on self-confidence, social anxiety, and mental well-being among undergraduate nursing students. TTRPGs are collaborative games in which participants create and portray fictional characters in a structured fictional setting, with dice used to determine the outcomes of certain actions. Nursing students are randomly assigned to a TTRPG intervention group or a no-intervention control group. Self-confidence, social anxiety, and mental well-being are assessed at baseline, at month 2, and at month 4 using validated self-report scales.
Nursing education can be demanding and may be associated with psychological challenges, including reduced self-confidence, social anxiety, and difficulties in maintaining mental well-being. Innovative and engaging approaches that may support nursing students' psychological well-being are therefore of interest. Tabletop role-playing games (TTRPGs) provide a collaborative and interactive environment in which participants create and portray fictional characters, communicate with other players, solve problems, make decisions, and respond to changing situations within a structured fictional setting. The use of dice adds an element of uncertainty and allows different outcomes to emerge during gameplay.
This study investigates whether participation in a structured TTRPG program improves self-confidence and mental well-being and reduces social anxiety among nursing students. Students are stratified by academic year and randomly allocated to an intervention group or a control group using a computer-generated allocation sequence with sequentially prepared opaque sealed envelopes.
The intervention group participates in face-to-face TTRPG sessions informed by Dungeons \& Dragons gameplay mechanics, delivered in 60-minute sessions twice weekly for four months in small groups of approximately seven students. A game leader facilitates the sessions according to a standardized study protocol. The intervention is designed as an educational and recreational activity, not as a therapeutic or psychological treatment. The control group receives no study intervention and continues usual academic and social activities.
Outcomes are assessed at baseline, at month 2 (mid-intervention), and at month 4 (end of intervention) using the Self-Confidence Scale, the Liebowitz Social Anxiety Scale (anxiety and avoidance subscales), and the Warwick-Edinburgh Mental Well-being Scale. Changes in these outcomes are compared between and within groups over time.
Go through the criteria one by one — yes, no or not sure — and take the list to your doctor or the study team. Kept in this browser only.
Exclusion Criteria:
Underlined terms in the criteria open these too. Explained by clinicaltrials.gg, not part of the registry record. The study team decides who can take part.
Before you join, the study team explains what taking part involves — its purpose, what happens, the risks and possible benefits — and answers your questions, so you can decide freely. Consent is usually recorded on a form (the informed consent form, ICF) signed by you or, where the law allows, by someone legally authorised to decide for you.
You can keep asking questions during the study, you are told of new information that matters, and you can choose to leave at any time.
Informed consent
Before you join, the study team explains what taking part involves — its purpose, what happens, the risks and possible benefits — and answers your questions, so you can decide freely. Consent is usually recorded on a form (the informed consent form, ICF) signed by you or, where the law allows, by someone legally authorised to decide for you.
You can keep asking questions during the study, you are told of new information that matters, and you can choose to leave at any time.
Explained by clinicaltrials.gg, not part of the registry record. The study team decides who can take part.
Undergraduate nursing students (stratified by academic year) participate in a structured, face-to-face tabletop role-playing game (TTRPG) program informed by Dungeons \& Dragons gameplay mechanics, delivered in 60-minute sessions twice weekly for four months in small groups of approximately seven students. Outcomes are assessed at baseline, month 2, and month 4.
Behavioral: Tabletop Role-Playing Game Program
Undergraduate nursing students (stratified by academic year) receive no study intervention and continue their usual academic and social activities during the four-month study period. Outcomes are assessed at baseline, month 2, and month 4.
A structured, face-to-face tabletop role-playing game program delivered in 60-minute sessions twice weekly for four months in small groups of approximately seven students, using printed game materials, character sheets, dice, and the Dungeons \& Dragons rulebook. Each participant creates a fictional character; a trained game leader presents the scenario and facilitates the narrative, while students communicate, plan strategies, make individual and group decisions, and solve problems within the game. Sessions are recreational and collaborative and do not include psychotherapy or counselling. Session structure, frequency, duration, and facilitation procedures are standardized across groups.
Change in Self-Confidence Total Score Measured by the Self-Confidence Scale
Self-confidence is measured with the Turkish Self-Confidence Scale (Akın, 2007), a 33-item self-report instrument rated on a 5-point Likert scale (1 = never, 5 = always). The total score is reported as the mean item score, ranging from 1 (minimum) to 5 (maximum); higher scores indicate greater self-confidence.
Time frame: Baseline, month 2 (mid-intervention), and month 4 (end of intervention)
Change in Social Fear/Anxiety Measured by the Liebowitz Social Anxiety Scale Fear/Anxiety Subscale
Social fear/anxiety is measured with the fear/anxiety subscale of the Turkish version of the Liebowitz Social Anxiety Scale (LSAS). Each of the 24 social and performance situations is rated for fear/anxiety from 0 (none) to 3 (severe). Subscale scores range from 0 (minimum) to 72 (maximum); higher scores indicate greater social fear/anxiety (worse outcome).
Time frame: Baseline, month 2 (mid-intervention), and month 4 (end of intervention)
Change in Social Avoidance Measured by the Liebowitz Social Anxiety Scale Avoidance Subscale
Social avoidance is measured with the avoidance subscale of the Turkish version of the Liebowitz Social Anxiety Scale (LSAS). Each of the 24 social and performance situations is rated for avoidance from 0 (never) to 3 (usually). Subscale scores range from 0 (minimum) to 72 (maximum); higher scores indicate greater social avoidance (worse outcome).
Time frame: Baseline, month 2 (mid-intervention), and month 4 (end of intervention)
Change in Mental Well-being Measured by the Warwick-Edinburgh Mental Well-being Scale (WEMWBS)
Mental well-being is measured with the Turkish version of the Warwick-Edinburgh Mental Well-being Scale, a 14-item self-report instrument rated on a 5-point Likert scale (1 = none of the time, 5 = all of the time). Total scores range from 14 (minimum) to 70 (maximum); higher scores indicate greater mental well-being.
Time frame: Baseline, month 2 (mid-intervention), and month 4 (end of intervention)
Plan to share: No — Individual participant data will not be shared with other researchers because no data-sharing plan has been established. The study data will be handled confidentially to protect participants' privacy and comply with applicable ethical requirements.
No publications or documents are linked to this record.
Ran from Sep 2025 to primary completion in Sep 2025, 0 months.
Of 1,259 non-industry interventional studies with no phase under Psychological Well-Being, half reached primary completion within 17 months of starting (the median), counting those still running; a quarter within 7 and three quarters within 34. This study's 0 months is below that.
Counting every sponsor, half of 1,302 studies reached it within 16 months; a quarter within 7 and three quarters within 34.
How these figures are worked out, and which studies are left out of them.
From the registry record's own update history. This site started tracking changes on Sep 25, 2026; for anything earlier, see the record history on ClinicalTrials.gov ↗
This study is completed, as verified in Oct 2026. You cannot join it, but the record below documents what was studied.
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