Stranger Things has extended the reach of knowledge about the game. As @WarDriveWorley said... if we look at Venn diagrams of D&D and whatever it is that represented D&D in itself... the narrower the overlap of the circles, the more people unaware of what D&D either is or what it is about, learn of it.
The overlap between the circles of D&D and fans/watchers of The Big Bang Theory (for instance) was quite large. Thus the reach was not as far out. Those who watched TBBT had a better chance of already knowing/playing D&D. Stranger Things, however, has I think much less of an overlap with D&D (compared to TBBT or Community or especially/obviously Critical Role). You had all the younger people watching the show (because it involved little kids) who might not yet had been introduced to the game... you had all the Gen Xers who knew of and completely ignored D&D when they were growing up because it was for "geeks and nerds", finally seeing first-hand whatever it was those other kids were doing over there in the corner... and all the modern horror fans who enjoyed watching/reading this type and genre of story but whom never carried that over into playing games about it.
The reason though that I voted "minor" though is that while it did extend D&D's reach of knowledge farther out than before (so it's become more familiar to more people-- more people might even be able to describe what D&D is-- I do not think it has produced more players out of it than say CR or AI or Adventure Time or YouTube/Twitch did. Fans of and people on any of those platforms had a much easier bridge going from their personal interests to then learning D&D, becoming fans of D&D and then to actually playing D&D, and I suspect did so in greater numbers. I don't think Stranger Things did that nearly as much personally.
The overlap between the circles of D&D and fans/watchers of The Big Bang Theory (for instance) was quite large. Thus the reach was not as far out. Those who watched TBBT had a better chance of already knowing/playing D&D. Stranger Things, however, has I think much less of an overlap with D&D (compared to TBBT or Community or especially/obviously Critical Role). You had all the younger people watching the show (because it involved little kids) who might not yet had been introduced to the game... you had all the Gen Xers who knew of and completely ignored D&D when they were growing up because it was for "geeks and nerds", finally seeing first-hand whatever it was those other kids were doing over there in the corner... and all the modern horror fans who enjoyed watching/reading this type and genre of story but whom never carried that over into playing games about it.
The reason though that I voted "minor" though is that while it did extend D&D's reach of knowledge farther out than before (so it's become more familiar to more people-- more people might even be able to describe what D&D is-- I do not think it has produced more players out of it than say CR or AI or Adventure Time or YouTube/Twitch did. Fans of and people on any of those platforms had a much easier bridge going from their personal interests to then learning D&D, becoming fans of D&D and then to actually playing D&D, and I suspect did so in greater numbers. I don't think Stranger Things did that nearly as much personally.
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