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

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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)

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... There are many types of TTRPGs that are referred to as gaming systems. The most widely played TTRPG gaming system is D&D (Abyeta, 1991; Arenas, Viduani, & Araujo, 2022; Weinberger, 2021). As D&D is the most commonly played system it tends to be the most commonly used system for therapeutic use. ...
... The frame of the story is set before the players and the actions they take shape the outcome of the story. The same story frame can be used with multiple groups and have different outcomes each time (Abyeta, 1991 To understand how these games can be used as a tool for therapy lets us explore more into the narrative structure and rules of TTRPGs. ...
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Dungeons and Dragons (D&D) is a popular fantasy tabletop role-playing game (RPG) that has been enjoyed by millions of players since its creation in the 1970s. The game is played by a group of players, each of whom takes on the role of a character in a fantasy world. The players work together to complete quests, overcome obstacles, and defeat monsters while a "Dungeon Master" (DM) manages the story and controls the non-player characters (NPCs). In recent years, there has been an increasing interest in using D&D and other tabletop RPGs as a form of mental health therapy. This is because the game can provide a safe and supportive environment for players to explore and express their emotions, work on personal issues, and build social skills. Tabletop RPGs can help foster personal growth in several ways: Problem-solving, Decision-Making, Emotional Intelligence, Communication, Creativity, Self-Esteem, and even Confidence. Mental health professionals have begun incorporating Tabletop RPGs into their sessions as a way to engage their clients in a fun and interactive way and it should be used in conjunction with other forms of treatment.
... 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. ...
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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
... 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 higher incidence in the nonrole-players than in role-players. ...
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International Journal of Role-Playing Issue 2: Full Issue Table of Contents Editorial -- Markus MontolaThe International Journal of Role-Playing is a response to a growing need for a place where the varied and wonderful fields of role-playing research and development, covering academia, the industry and the arts, can exchange knowledge and research, form networks and communicate. Jonne Arjoranta -- Defining Role-Playing Games as Language-Games This paper looks at one of the latest attempts to define role-playing games, and shows some potential problems with it. As an answer to these problems another definition is proposed, consisting of a game world, participants, shared narrative power and interaction. William J. White -- Playing House in a World of Night: Discursive Trajectories of Masculinity in a Tabletop Role-Playing Game Using excerpts from the transcript of a tabletop role-playing game session, this study examines how male players enact ideas about masculinity. Myriel Balzer -- Immersion as a Prerequisite of the Didactical Potential of Role-Playing The article deals with the relation of immersion and the didactical potential of role-playing. It fathoms the extent to which role-playing games without a didactical goal still have didactical potential, as well as the extent to which this potential is being exploited. Noirin Curran -- Stereotypes and Individual Differences in Role-playing Games Investigating earlier research into the individual differences in those who play role-playing games, this article provides a comprehensive review of research in the areas of demographics, interests, personality and identity as they pertain to gamers. J. Tuomas Harviainen -- Sadomasochist Role-Playing as Live-Action Role-Playing: A Trait-Descriptive Analysis This article describes sadomasochist role-playing which is physically performed by its participants, and compares that to live-action role-playing.
... 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. ...
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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. ...
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... 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. ...
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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. ...
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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 ...
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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.
Article
Objective Role-playing games (RPGs) are a ludic and essentially cooperative activity performed in groups and characterized by verbal dramatization of fictional characters. The aim of this study was to identify the sociodemographic profile of tabletop RPG players and to examine the relationship between pathological game patterns among tabletop RPG players and sociodemographic characteristics, game habits, and psychopathological symptoms. Previously, research investigated the occurrence of psychopathological symptoms in RPG players, but none have investigated the relationship between pathological game patterns and psychosocial characteristics in tabletop RPG players. We hypothesize that a pathological relationship with the game is related to the players’ personal and social characteristics. Methods One hundred fifteen subjects, ages 16 to 55 years old, 92.2% male and 7.8% female, were accessed, and 70 participants completed self-report questionnaires on gaming behaviours and preferences, sociodemographic characteristics, and psychological symptoms. Results Having no emotional support, parents who were not interested in RPG and performing the role of player in the game were related to the high-risk group ( P <0.05). No independent variables were identified for the low-risk group. All subjects in the high-risk group were also positive on the anxiety scale ( P <0.05). Conclusions Personal characteristics such as having no emotional support and parents who are not interested in RPG seems to play a more important role regarding the establishment of a pathological relationship to tabletop RPG playing. Therefore, this subgroup should be carefully evaluated. Objectif Les jeux de rôle (JDR) sont une activité ludique et essentiellement coopérative pratiquée en groupe et caractérisée par la mise en scène verbale de personnages fictifs. L’objectif de cette étude était d’identifier le profil sociodémographique des joueurs de JDR sur table et d’examiner la relation entre les habitudes de jeu pathologiques chez les joueurs de JDR sur table et les caractéristiques sociodémographiques, les habitudes de jeu et les symptômes psychopathologiques. Des recherches ont déjà été menées sur l’apparition de symptômes psychopathologiques chez les joueurs de JDR, mais aucune n’a étudié la relation entre les habitudes de jeu pathologiques et les caractéristiques psychosociales des joueurs de JDR sur table. Nous émettons l’hypothèse qu’une relation pathologique avec le jeu est liée aux caractéristiques personnelles et sociales des joueurs. Méthodes Cent quinze sujets, âgés de 16 à 55 ans, 92,2% d’hommes et 7,8% de femmes, ont été recrutés et 70 participants ont rempli des questionnaires d’auto-évaluation sur les comportements et les préférences en matière de jeu, les caractéristiques sociodémographiques et les symptômes psychologiques. Résultats L’absence de soutien émotionnel, le manque d’intérêt des parents pour le JDR et le fait de jouer le rôle de joueur dans le jeu étaient liés au groupe à haut risque ( P <0,05). Aucune variable indépendante n’a été identifiée pour le groupe à faible risque. Tous les sujets du groupe à haut risque étaient également positifs sur l'échelle d’anxiété ( P <0.05). Conclusion Les caractéristiques personnelles telles que l’absence de soutien émotionnel et le manque d’intérêt des parents pour les JDR semblent jouer un rôle plus important dans l'établissement d’une relation pathologique avec les JDR sur table. Par conséquent, ce sous-groupe devrait être soigneusement évalué.
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