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Dungeons & Dragons: Unveiling the Narrative Power of a Popular Culture Phenomenon From Satanic Panic to Leadership
Joe Lasley1, Antonio Ruiz-Ezquerro2, Amanda Giampetro1
1Department of Leadership and Organizational Studies, University of Southern Maine, Portland, Maine, USA.
Abstract:
This article explores the transformative potential of Dungeons & Dragons (D&D) in leadership learning, tracing the game's evolution from the 1980s satanic panic to its current mainstream popularity. We highlight practical applications in educational settings and address critiques related to game mechanics and historical biases. By integrating D&D (or other Tabletop Role-Playing Games) into leadership curricula, practitioners can leverage engaging narratives to cultivate leadership skills and prepare students to navigate complex, real-world scenarios.
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