"Players were comfortable being themselves by engaging in the game pursuit," Messina said, "but at the same time were building personas in line with, or in contrast to, their normal personality. They described it as a way to take charge, or lead an effort in ways that their normal personality would allow for, but they wouldn't be inclined to do."
https://phys.org/news/2025-10-dungeons-dragons-game-leisure-expert.html

