D&D has helped various members of my group cope with suicidal ideation, divorce, eating disorder, social anxiety, and depression.
Not saying it was the best Avenue by any means, but it was effective for the six of us! Maybe it's just the circle of friends and non-judgmental atmosphere (unless it comes to the GOD AWFUL decisions we make in game).
I think one of the major draws of D&D is that it lets you spend time with friend and acquaintances in a fun, yet emotionally charged situation. It's a third place.
I'm guessing this is also something that sports fans get out of watching games together, where the emotional highs and lows are important - but in D&D, you and your choices & actions are the source of those highs and lows, instead of watching someone else make those decisions.
for a lot of smaller problems this is all that is needed.
it is also a place to explore your personality and share it with others.
someone who can play a kind and considerate D&D character can also be kind and considerate in real life. i am not even sure if one can play such positive traits if one does not have them in real life.
I have a group of friends that meet for D&D twice a month. For us it's like the nerd's version of going out to a movie.
I even made a comment at the birthday party of one of these friends last week. "Come on out, we're terrible D&D players so don't feel embarrassed. We're all just there to have fun".
In college I had someone pull me to the side and tell me I wasn't taking the tabletop sessions seriously enough (it was GURPS rather than D&D). All these years later, I'm not friends with this person (other reasons, but the point remains).
i don't play a lot of D&D but joined a few campaigns over the years. i never bothered to learn the rules. i don't care. the rules are not why i play. i let others worry about that. i'd even DM without knowing the rules. when creating a campaign the main point is a great setting and imaginative descriptions. when i need monster stats then i just look up recommended stats to suit the level of players in the group. if the monster is to weak, i fudge the rolls. likewise if it is to strong. the players won't know. the point is to create an outcome that drives the story forward and let everyone have fun.
The human mind can be a jail and any projection or role play can help break free for a few hours.
Many things are said to be great for the mind, even above the benefits physical activities.
There is a saying amongst riders "You don't see a motorcycle parked in front of a psychologist". Which is of course a tongue in cheek joke, but the feeling of freedom from riding my bike in the hills has often helped me ease in the sometimes hard realities of home.
I was super privileged that my school psychologist, in response to me being bullied, suggested I join a DnD club outside of school life. So at 11 i joined a group with older kids and a grown-up, empathetic GM. Played for 7 years, and it saved me completely. And made my english much better (because NOTHING is as embarrassing as reading words from the rulebook out wrong and the older kids chuckle)
I did not know this going in! I am entirely disconnected from the "D&D world", although a couple of folks in the group are extremely connected and speak about it sometimes.
Not saying it was the best Avenue by any means, but it was effective for the six of us! Maybe it's just the circle of friends and non-judgmental atmosphere (unless it comes to the GOD AWFUL decisions we make in game).