“…Nonetheless, there was also a large number of studies employing traditional TRPGs (44%) such as D&D (Gygax and Arneson, 1974), Monsterhearts (Alder, 2012), World of Darkness (Rein-Hagen, 1991), and Call of Cthulhu (Petersen, 1981) which, like LARPs (6%), have a structure similar to some group psychotherapy techniques (McConnaughey, 2015) and can enable socialization, problem-solving and social communication due its cooperativeness and creativity (Bowman, 2010; Fein, 2015). Thus, some studies highlight its use for skills training (Araujo et al, 2011; Enfield, 2007; Helbig, 2019; Katō, 2019; Rosselet and Stauffer, 2013; Scattone and Tucci, 2018; Zayas and Lewis, 1986) and as a way to facilitate the therapeutic bond and explore internal issues of patients through the characters and the narrative present in the games (Bispo and Pimentel, 2019; Blackmon, 1994; Coimbra, 2004; Descamps and d’Alcantara, 2016). MMORPGs appeared in 10% of the included studies, using elements such as the exploration of the player's relationship with his internal world and the avatar (Malberg, 2011; Munro, 2017) and the socialization present in the game (Limberger and Silva, 2013; Tajima et al, 2014) as a therapeutic tool.…”