Article

Relationship of Role-Playing Games to Self-Reported Criminal Behaviour

Authors:
To read the full-text of this research, you can request a copy directly from the authors.

Abstract

Tested the hypothesis that involvement in fantasy role-playing (RP) games should be positively correlated with self-reported criminality. In the main experiment, 20 university students with experience in RP games and 25 nonplaying university students completed the Eysenck Personality Questionnaire, a criminality questionnaire, and a demographic questionnaire. 23 university students rated the seriousness of the 20 items of criminal behavior on the criminality measure. An additional 45 students participated in an experiment measuring the test–retest reliability of the criminality measure. Regression analysis indicated that RP experience did not relate to self-reported criminality; however, psychoticism, which was higher in the nonplayers, did predict criminality. (PsycINFO Database Record (c) 2012 APA, all rights reserved)

No full-text available

Request Full-text Paper PDF

To read the full-text of this research,
you can request a copy directly from the authors.

... En este sentido nuestros análisis indican que la inmensa mayoría de los encuestados (el 76%) consideran que los juegos de rol son poco o nada peligrosos. Estos resultados serían acordes con los obtenidos en otras investigaciones sobre personalidad y juegos de rol, como, por ejemplo, la realizada por Abyeta y Forest (1991), quienes no encontraron ninguna relación entre las conductas delictivas autoinformadas y el jugar a rol, o las realizadas por Simón (1987; 1998) sobre el perfil de aficionados a los juegos de rol. ...
... Los medios de comunicación han dado diferentes estereotipos asociados a los juegos de rol, tildándolos de causar conductas antisociales o criminales, lo que parece entrar en contradicción con los estudios realizados (v. g. Abyeta y Forest, 1991;Simon, 1987;1998), incluso se han asociado diferentes estereotipos a los jugadores de rol, como por ejemplo que son personas aisladas, emocionalmente inmaduras o que posen personalidades patológicas. Nuestros resultados han mostrado que la mayoría de los encuestados consideran que en muchas ocasiones esos estereotipos son ciertos, a pesar de que en numerosos estudios se ha demostrado que son erróneos (v. ...
Full-text available
Article
Mass media have showed a negative image of role playing games in the United States and also in Spain. Murders, suicides and a certain grade of psychosis seems associated with the RPGs, at least on the n ewspapers. Curiously, these opinions, do not seem to correspond to the scientific investigations realized until now, neither with the legal choices dictated on related cases. This investigation analyzes quantitatively the opinions in a questionnaire of 133 young people Abella García, V., & Grande de Prado, M. (2010). JUEGOS DE ROL COMO ESTRATEGIA EDUCATIVA: PERCEPCIONES DE DOCENTES EN FORMACIÓN Y ESTUDIANTES DE SECUNDARIA. TeoríA De La EducacióN: EducacióN Y Cultura En La Sociedad De La InformacióN, 11(3), 27 - 54. Recuperado de http://campus.usal.es/~revistas_trabajo/index.php/revistatesi/article/view/7449
... From common personality tests, role-playing gamers appear much like everyone else (e.g. Abyeta and Forest 1991;Carroll and Carolin 1989;Leeds 1995;Rosenthal et al. 1998;Carter and Lester 1998;Simón 1998;Simón 1987;Douse and McManus 1993). However, small variations occur across studies. ...
Full-text available
Chapter
Relatively few studieshave directly and rigorously investigated the psychological impact or dynamics of role-playing games. This chapter reviews the literature from other lenses such as play, role taking, media and games more generally, in addition to the nascent research on role-playing and LARP. The chapter first explores role-playing from existing scientific frameworks, including developmental, cognitive, behavioral, motivational, clinical, and social psychology. After this we look to the subjective psychological interpretations of role-playing through various perspectives, including phenomenology, hobbyist theories, role-play studies, and psychoanalysis. (PDF) Psychology and Role-Playing Games. Available from: https://www.researchgate.net/publication/331758159_Psychology_and_Role-Playing_Games [accessed Jun 04 2019].
... Dotąd wiele publikacji poświęcono badaniom osób angażujących się w gry narracyjne (fabularne) (zob. Chmielnicka-Kuter, 2004), wykazując między innymi brak różnic pomiędzy graczami a nie-graczami w zakresie stabilności emocjonalnej (Simon, 1987(Simon, , 1998, porównywalne bądź niższe wskaźniki Neurotyczności i Psychotyczności u graczy (Abyeta, Forest, 1991;Carter, Lester, 1998), brak u graczy symptomów depresyjnych i tendencji samobójczych (Carter, Lester, 1998) oraz podobny poziom poczucia wyobcowania graczy i osób nie angażujących się w gry narracyjne (DeRenard, Kline, 1990). Gry narracyjne zostały również uznane za skuteczne narzędzie w edukacji (zob. ...
Article
Artykuł porusza problematykę wykorzystania gier narracyjnych na użytek psychologii. Ujmuje gry narracyjne jako gry projekcyjne, pozwalające dotrzeć do ukrytych potrzeb i motywów graczy poprzez wykorzystywanie świata gry, który stanowi zestaw symboli mających dla graczy osobiste znaczenie. Diagnoza graczy możliwa jest dzięki analizie charakterystyk oraz sposobów postępowania tworzonych przez nich postaci. Terapia przy użyciu gier narracyjnych pozwala na wspomaganie leczenia niektórych zaburzeń psychicznych (jak fobia czy depresja), rozwijanie kompetencji społecznych, a zatem naukę radzenie sobie z przykrymi emocjami i kształtowanie sposobów myślenia. Przeciwwskazania do wykorzystywania gier narracyjnych w diagnozie i terapii stanowią zaburzenia psychotyczne i osobowościowe, defi cyty intelektualne i nieumiejętność oddzielenia Ja od Ja postaci.
... Dotąd wiele publikacji poświęcono badaniom osób angażujących się w gry narracyjne (fabularne) (zob. Chmielnicka-Kuter, 2004), wykazując między innymi brak różnic pomiędzy graczami a nie-graczami w zakresie stabilności emocjonalnej (Simon, 1987(Simon, , 1998, porównywalne bądź niższe wskaźniki Neurotyczności i Psychotyczności u graczy (Abyeta, Forest, 1991;Carter, Lester, 1998), brak u graczy symptomów depresyjnych i tendencji samobójczych (Carter, Lester, 1998) oraz podobny poziom poczucia wyobcowania graczy i osób nie angażujących się w gry narracyjne (DeRenard, Kline, 1990). Gry narracyjne zostały również uznane za skuteczne narzędzie w edukacji (zob. ...
Full-text available
Article
Gender equality is an important aspect of a happy family. It is expressed in equality of tasks sharing, decisions related to organization of family life, equal treatment of daughters and sons etc. The main aim of the study was to look at the eff ect of immigration on the perception of gender equality. Respondents of this study were 196 Vietnamese living in Vietnam (100 persons) and Poland (96 persons). Methods of the study included: the purposely designed questionnaire administered to all participants and the in-depth interview conducted with 15 Vietnamese who got married to Poles. Two types of family relations are the main focus of the paper: a relation between spouses and between parents and off spring. The results indicate equality of husbands and wives in work and economic aspects, as both work outside the house and contribute fi nancially. Although participants overtly confi rmed the equality of children of both sexes, but in particular situations they still expressed some preference for sons. Such pattern of results is confi rmed in both groups of participants.
... D&D is one of the oldest and most renowned RPGs; as such, opinions regarding D&D have varied throughout the last 40 years. Early research in this area focused on the relationship between players' traits and deviant behaviors (Abeyta & Forest, 1991;Leeds, 1995). However, the majority of reports indicated that players did not differ from non-players on measurements of (1) suicidal and antisocial behaviors (Carroll & Carolin, 1989); (2) depression, suicidal ideation, psychoticism, extraversion, neuroticism (Carter & Lester, 1998;Rosenthal, Soper, Folse, & Whipple, 1998); or (3) emotional stability, suicidal tendencies, and homicidal tendencies (Simón, 1987). ...
Article
Adams, A. (2013). Needs met through role-playing games: A fantasy theme analysis of Dungeons & Dragons. Kaleidoscope: A Graduate Journal of Qualitative Communication Research, 12, 69-86. http://opensiuc.lib.siu.edu/kaleidoscope/vol12/iss1/6/ Dungeons & Dragons (D&D) is an immersive fantasy role-playing game (RPG) which allows players to fulfill real-world social needs through interaction. Although D&D may appear to be a game of simple make-believe, the emotions, camaraderie, and accomplishments experienced by players are real, thus suggesting that RPGs have real-world implications for players. Therefore, the goal of this study is to explore the ways in which players fulfill social needs through group communication during the context of D&D table-top role-play. Utilizing Bormann’s (1972) fantasy theme analysis, this study uses a case study approach to identify four themes which emerged within player talk on Facebook: (1) democratic ideologies; (2) friendship maintenance; (3) extraordinary experiences; and (4) good versus evil. Findings provide a description of group members’ real-world needs met through symbolic in-game interactions evidenced by communicative markers.
... A once popular belief about RPG players, particularly individuals who play Dungeons and Dragons, was that participation in the game predicted social introversion, detachment, and schizophreniform type behaviors, including obsession with the occult and other fantastic beliefs. The majority of studies have found no significant correlation between problematic personality traits (such as neuroticism or psychoticism) and involvement RPGs (Abyeta & Forest, 1991;DeRenard & Kline, 1990;Leeds, 1995;Rosenthal, Soper, Folse, & Whipple, 1998;Simón, 1987). The personality differences that have been identified in controlled research, such Video Games in Therapy 207 as openness to ''freethinking'' (Simón, 1987), are typically clinically benign. ...
Full-text available
Article
Over the past few decades, a considerable body of research has developed and used clinical games to achieve clinical goals; however, there is significantly less information about how popular, commercial video games can be used in psychotherapy. This article identified 100 popular games currently available on major consoles and grouped those games into descriptive genres. Then, the authors reviewed the literature within each genre to determine potential uses of these popular games for promoting gains in psychotherapy. A multitheoretical framework is used in providing recommendations. Recommendations for future research are also provided.
... iminal activity are more of a historical myth at this stage, in the US, with no evidence or court cases which have ruled to this direction, and we should move beyond those implications now. Violent video games are still often touted by the media as being a cause for crime and violent behaviour, but the spotlight has moved beyond RPGs at this stage.Abyeta & Forest (1991)began their research on the then-popular belief that role-playing games caused the players to be unable to distinguish between fantasy and reality and individuals who played regularly became involved in criminal behaviour. Virtually no difference was found to exist between role-players and non-role-players beyond that psychoticism had a ...
Full-text available
Article
Because of the endurance of stereotypes about role-playing gamers, much research has been carried out which provides evidence to contradict the stereotype's prevailing misconceptions. This paper aims to investigate this existing research into the individual differences in those who play role-playing games and provide a comprehensive review of research in the areas of demographics, interests, personality and identity as they pertain to gamers. The goal will be to investigate the extent to which the common perception of game-players stands up under investigation. The paper will also attempt to refute some of the more extreme and outrageous claims which have been made in relation to role-playing games – particularly those which involve crime, violence, murders, suicides and Satanism. The article will also examine child's play and role-playing games in order to illustrate the importance of this style of imaginary play for identity development for both children and adults. The stereotypical image of role-playing gamers depicts them as anti-social male teenagers who are largely more interested in technology than in their own personal appearance, believing that they are highly intelligent and imaginative, passionate about topics which are uninteresting to their peers, The emerging image of a gamer is that of an individual who does not necessarily fit into the stereotypical demographic. and consequently persecuted by some of these peers. Through an examination of the research carried out in this area, the emerging image of a gamer is in fact that of an individual who does not necessarily fit into the stereotypical demographic of being a young male, and who is actively involved in developing his or her own personality and identity through participation in the games and also within the social networks that are often framed by these games.
Full-text available
Conference Paper
This tersely written paper includes background information and a few example program plan overviews from the Therapeutic Recreation / Recreation Therapy (TR) perspective, utilizing both regular & adapted versions of all 4 role-playing game formats: tabletop (TRPG), live-action (LARP), solo adventure Choose Your Own Adventure books (CYOA), & computer-based (CRPG). Standard & non-adapted uses of RPGs for various populations are covered, & specifically adapted forms to better achieve targeted goals, or the adaptation needs of specific disabilities. The full-length (120 minutes) presentation on which this paper is based, & other details here: http://rpgr.org/tsu-paper-collection.
Article
The literature has seen a surge in research on the mental health impacts of technologies such as Facebook, video games, and massively-multiplayer online role-playing games such as World of Warcraft, but little is known regarding the mental health impact of non-video role-playing games, such as Dungeons & Dragons. The present study examines how psychiatrists' perceive role-playing games and whether they play them. Psychiatrists at a tertiary care centre in Canada completed a questionnaire assessing history of playing role-playing games and whether they associate them with psychopathology. Forty-eight psychiatrists responded. Twenty-three percent have played a role-playing game over their lifetimes. Twenty-two percent believed there was an association between psychopathology and role-playing games. A majority of psychiatrists who responded do not associate role-playing games with psychopathology. Implications for clinical practice and future research are discussed.
Article
Technology is rampant, exponentially growing beyond the bounds normally comprehensible by the human mind. Many of these technologies are so fundamentally disruptive that they challenge the very practice of science. Discoveries once unimaginable except in science fiction are appearing at such a rapid rate that there is no time to evaluate their moral and ethical implications in a deliberate and measured fashion. Genetic engineering, human cloning, tissue engineering, intelligent robotics, nanotechnology, suspended animation, regeneration, and species prolongation are but a few that will revolutionize what it means to be human and what the ultimate fate of the species may be. Unless these issues are addressed at this time, we shall face the consequences of an uncontrolled and unprepared future.
Article
There is burgeoning interest in the study of video games. Existing work is limited by the use of correlational designs and is thus unable to make causal inferences or remove self-selection biases from observed results. The recent development of online, socially integrated video games (massively multiplayer online role-playing games [MMORPGs]) has created a new experience for gamers. This randomized, longitudinal study examined the effects of being assigned to play different video game types on game usage, health, well-being, sleep, socializing, and academics. One hundred 18- to 20-year-old participants (73% male; 68% Caucasian) were randomly assigned to play arcade, console, solo computer, or MMORPG games for 1 month. The MMORPG group differed significantly from other groups after 1 month, reporting more hours spent playing, worse health, worse sleep quality, and greater interference in "real-life" socializing and academic work. In contrast, this group also reported greater enjoyment in playing, greater interest in continuing to play, and greater acquisition of new friendships. MMORPGs represent a different gaming experience with different consequences than other types of video games and appear to pose both unique risks and benefits from their use.
ResearchGate has not been able to resolve any references for this publication.