The role-playing games industry has always been a place where two things are happening.
The most important thing:
It is a place where people can develop their imagination and freethinking skills, emphasising and encouraging our ability to think for ourselves through a diverse range of situations. In many ways it is a safe practice zone for real life, exploring consequence and accountability.
Older and experienced GamesMasters train people through the traditional ancient devices of storytelling and game mechanics in motivation-based decision-making processes which require and develop clarity of thinking and sometimes morality checks.
The other thing occurring is: dark triad trait controllers enjoying the power they wield over a group of zombies who they can railroad for the enjoyment of all, some more than others.
The mechanics of subDom from BDSM culture can be overlaid on the gathering of gamers for sessions exploring scenes. In many cases the same language is used in both cultures.
As ttrpg* is generally associated as a kids game, not so many people are confident (or experienced) to publicly discuss about that.
Despite which the demographic of post-millennial ttrpg associated sales is exponentially within the 30-50 age range, predominantly white men. I have not the data for pre-millennial sales to compare. It is probable the same individuals buying ttrpg stuff as kids are still the same individuals buying ttrpg stuff as adults.
*ttrpg ‘table-top role-playing games’, including both pen&paper games and miniature war-games (which often overlap).
Both involve “the rolling of the dice” indicating and symbolising a risk element involving chance and invoking fate.