This blog has the interest to include an investigatition in how meaningful player experiences in both digital and non-digital games can be applied and considered in wider areas of game studies, education, and media.



Premeet Sidhu is an English and History teacher and is a PhD student at the University of Sydney. Her PhD focuses on understanding the modern resurgence and appeal of ‘Dungeons & Dragons’. 

In the context of games and learning, the educational potential of non-digital gameplay is often overlooked. The tabletop role-play game ‘Dungeons & Dragons’ (D&D), first released in 1974, has had one of its biggest years ever during the pandemic. Understanding the enduring and unique appeal of D&D can help educators recognise the rich learning opportunities made possible with pen and paper roleplaying. As a PhD candidate, Premeet Sidhu, is investigating the modern resurgence and appeal of ‘Dungeons & Dragons’ and how such gaming experiences can be applied to research in wider areas of game studies, education and media.

What is ‘Dungeons & Dragons’?

Put simply, Dungeons & Dragons is a game in which groups of players meet in person to tell deep stories and play ‘make-believe’ with their friends – sometimes using dice rolls to determine the outcome of their actions. 







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