David Waldron, Lecturer in Social Science and the
Humanities
University of Ballarat, Victoria, Australia
Abstract
During the 1980s, the newly established
industry and youth subculture associated with role-playing
games came under sustained attack from schools, churches,
parents and governments, instigated by the Christian
Right via organizations such as B.A.D.D. (Bothered
About Dungeons and Dragons). While both the organization B.A.D.D
and its claims linking Role-playing games to youth suicide,
drug use and Satanism eventually were discredited, the
impact of these accusations lingers on to the present. This
article examines the impact of the role-playing game “moral
panic” on the role-playing game community and investigates
the responses and coping mechanisms utilised by those
directly targeted and harassed by churches, the police,
schools and governments during the height of the “moral
panic” in the late 1980s and early 1990s. The
article also investigates the effect that the shared
experience of being targeted by a “moral panic” had
on the formation of a role-playing counter culture and
community.
What are Role-playing Games?
[1] Role-playing games (RPGs) are
a form of interactive novel in which the protagonists
create and control the actions of a cast of characters. The characters
operate in a virtual world controlled by a referee/narrator
figure called the GM or games master, depending on which
variant of game is being played. (Variants include Dungeon
Master, referee, narrator, storyteller, etc.). The GM
creates a virtual world and the players make decisions,
based on their character’s interaction with that
world and moderated by a combination of statistics, probability
and characterisation. The worlds themselves vary
from the traditional Dungeons and Dragons adaptation
of Tolkeinesque fantasy realms to Cyberpunk, Gothic Horror,
Espionage, Space Opera and Westerns and include some
settings that are so surreal as to defy simple definitions. Most
forms of literature have an expression as an RPG,
some much more popular and mainstream than others.
[2] While overall numbers of gamers
are difficult to estimate, a 1990 survey conducted in
the United States, Australia and Canada estimated that
at least 7.5 million people engaged in RPGs at least
once a month in those three countries. A 2000 survey by the RPG company “Wizards
of the Coast” estimated that approximately 5.5
million Americans play RPGs regularly. Additionally,
there are numerous RPG conventions and gatherings held
throughout Anglophone nations. There are also
sizeable RPG communities in France, Germany, Spain
and Italy, among others.
Theoretical Interpretations of RPGs in Youth Culture
[3] What was particularly new about
RPGs when they emerged in the late 1970s, and that certainly
contributed to their popularity, was their potential
for escapism. At their most enthralling, RPGs require
a multi-layered structure of close social interaction
and a mechanism for exploring shared ideals, values,
symbols and cultural forms (particularly those derived
from literature). They require a unique format that cannot
be easily replicated in other games or social activities. RPGs create
a flexible mechanism for exploring virtual worlds, identities,
social structures, symbols and cultural norms within
a social environment that is detached and segregated
from daily life. This potential for reflexivity,
identity formation, close knit networks of social
interaction and escapism was certainly a crucial ingredient
in the popularity of RPGs and their later equivalents
in computer games, Multi User Dungeons and online
gaming.
[4] According to research by Sherry
Turkle, RPGs have a greater potential for escapism than
many other pastimes because they not only allow the players
to interact with their surroundings but give them a venue
in which they can create their own socio-cultural identity. In
RPGs, the role the player adopts is a tool designed to
further separate the context of the game from reality. The
player is not so much role-playing as persona-playing. By
using fantastic and alien characters, players can create
sufficient psychological distance to believe they have
transcended the constraining features of their own socio-cultural
identity. A character has a name, physical attributes
and personality distinct from the player but that the
player adopts for the game. This allows both an
escape from the perceived cultural and social barriers
experienced in daily life while serving as a metaphor
for exploring these issues in a virtual context. The
role of RPGs in youth culture can be evaluated as an
example of psychoanalyst Erik Erikson’s psychosocial
moratorium in which a “time out” is placed
on the consequences of actions and identity formation. This
provides people with an opportunity to expose themselves
to a variety of experiences without concern for the result
of those actions and to experiment with alternate forms
of identity. Doing so allows the individual
to develop a better-informed core self-identity and
set of social values which, according to Erikson,
is a significant task in adolescent psychological
development.
[5] Unlike MUDs and
online computer games, RPGs require a close level of
face-to-face social interaction. They
are usually played in an isolated area, typically
a room at a private residence, school, university or community
centre, marked off from the outside world with paraphernalia
unique to the subculture of gamers and involving a
great deal of jargon and symbols that have meaning only
to those who are part of the group. There
are close parallels here with Victor Turner’s
concept of the liminoid and communitas. Players
actively work to create marked liminal spaces in which
they can shake off their mainstream socio-cultural identity
and adopt symbols and images deemed inimical to the mainstream
cultural construction of the self but which form their
own unique anti-structure in opposition to the mainstream
socio-cultural order. Thirty-five percent of men
and 20 percent of women choose to play characters of
alternate gender and 60 percent prefer to play nonhuman
characters. These high numbers give credence
to the anti-structural nature of role-playing games. Similarly,
the game experience lives or dies on the social interaction
of its participants. It depends upon the creation
of a protected liminoid space in which the social world
can be evaluated reflexively and in which a sense of
communitas can be created as a crucial component of the
success of the game. This sense of communitas is
experienced both as a heightened sense of closeness,
equality, joy and community within the group but also
as a blurring of the imaginative and real world through
atmosphere, anti-structural symbolism and depth of play. As
one gamer commented,
Have you ever played a game where
the real world has all but melted away, and the feelings
and actions of you and your character become indistinct? If
you have, you most likely feel that this was one of
the best games you’ve ever played, that
gaming is at its most brilliant when the boundaries
of fantasy and reality become blurred.
It is this experience of escapism,
community and a psycho-social moratorium in which identity,
issues and cultural forms can be freely explored, that
lies at the heart of gaming and the gaming sub-culture. It
is also the source of many attacks against gamers and
RPGs on the grounds that they blur the boundaries between
reality and fantasy, leading people to engage in immoral
or anti-social activities, or in the case of fundamentalist
Christian attacks, leading young people to Paganism or
Satanism and thus away from the Church.
The Moral Panic against RPGs
[6] The moral panic in
the United States (and to a lesser extent in Australia
and France) directed against RPGs, especially Dungeons
and Dragons, originated in the media response to the
suicides of 16 year old college sophomore James Dallas
Egbert III in August 1980 and 16 year old high school
student Irving Bink Pulling II in June 1982. Despite
a wide range of psychological and social factors such
as drug addiction, a long history of chronic depression,
confrontation with parents over sexual orientation, public
humiliation in the school environment and even doubts
as to whether they had actually played any RPGs regularly,
the media interpretation of the events was that the “strange
game of D&D” was a crucial factor in their
suicides. Additionally,
Patricia Pulling, mother of Bink Pulling, attempted to
sue TSR, the manufacturer of Dungeons and Dragons, for
the death of her son. The case was thrown out
of court in 1984. She
then partnered with Illinois psychiatrist Thomas Radecki,
director of the National Coalition on Television Violence
(NCTV), to form a new organization with close links
to several fundamentalist Christian bodies called
Bothered About Dungeons and Dragons (B.A.D.D.). Pulling
linked her belief that there was Satanic influence behind
RPGs to three other perceived threats to the social order:
Heavy Metal music, the Pagan revival and the Satanic
Ritual Abuse scare. The perceived allegiance between
these disparate threats became the centrepiece of the
anti-RPG moral panic. In Australia, B.A.D.D
primarily operated and distributed materials through
the Australian Federation for Decency (now Australia
Federation for Family) from 1986 onwards, headed by
the Reverend Fred Nile.
[7] Pulling's description of Dungeons and Dragons is
as follows,
A fantasy role-playing game which
uses demonology, witchcraft, voodoo, murder, rape,
blasphemy, suicide, assassination, insanity, sex perversion,
homosexuality, prostitution, satanic type rituals,
gambling, barbarism, cannibalism, sadism, desecration,
demon summoning, necromantics, divination and other
teachings. There
have been a number of deaths nationwide where games
like Dungeons and Dragons were either the decisive
factor in adolescent suicide and murder, or played
a major factor in the violent behaviour of such tragedies. Since
role-playing is typically used for behaviour modification,
it has become apparent nationwide (with the increased
homicide and suicide rates in adolescents) that there
is a great need to investigate every aspect of a youngster’s
environment, [sic] including their method of
entertainment, in reaching a responsible conclusion
for their violent actions.
[8] In pursing her campaign against
Dungeons and Dragons and RPGs in general, Pulling utilised
a variety of tactics which she pursued, along with Thomas
Radecki, with an enormous amount of energy and dedication. These
tactics include:
1. Numerous petitions to government agencies and politicians
[9] The Federal Trades Commission, the Consumer
Products Safety Commission, and numerous members of Congress
were lobbied to have RPGs sold with warning labels linking
them to suicide and murder or have them banned outright.
2. A compiled list of RPG victims
[10] A compilation of
alleged victims was constructed using names appropriated
from newspaper reports and testimonials of suicides and
crimes that perceived to be linked to RPG-related activities. It was
labelled the “Pulling Trophy List” by
mass media and gamers alike.
3. Current affairs and talk show appearances
[10] Pulling, Radecki and others appeared on numerous
talk shows and current affairs programs such as the Gil
Gross Show, Geraldo, Sally Jesse Raphael, Donahue, 60
Minutes and others. decrying Dungeons and Dragons
as a Satanic threat to children and a major cause of
suicide and youth crime.
4. Lectures on cult crime and youth violence
[11] Lectures on RPGs
being linked to cult crimes, suicide, Satanic ritual
abuse and youth violence were delivered at policing and
public awareness seminars on crime and the occult. Critical to this approach
was the linking of RPGs to the widely held belief that
there were numerous Satanic cults at work in American
and Western society which attempted to seduce youth to
commit immoral acts such as human sacrifice and ritual
sex abuse through Heavy Metal music, RPGs, educators,
child care centres and television. The following
is an excerpt from a “Cult Crime” seminar
presented by Detective Gary Sworin in Richmond Virginia.
We have Dungeons and Dragons and
all these other demons … and
all these games that are out. And luckily within
our area, we have nothing concerning repercussions
from those types of games… Its to the
point where, in the game itself, you portray yourself–you
take on the characteristics of another person and
what you are really supposed to do at that point is
make believe you are that person and you are supposed
to rob, pillage; you’re supposed to murder–anything
you can do to achieve power in the game.
5. Lobbying and petitioning authority
figures
[12] During this period
there was extensive lobbying by church organizations
on schools, the media, government and police, opining
that RPGs were a fundamental threat to America’s
moral character, encouraged youth violence and were linked
to Satanism and the Pagan revival.
6. “Expert” testimony
in high profile legal cases
[13] Patricia Pulling and Thomas
Radecki offered their “expert” testimony
on RPGs in various high profile cases in which the defendant
wished to apply the “D&D Defence” for
criminal activities such as the Darren Molitor case and
in civil cases against the RPG games industry.
7. Saturation of public places
with anti-RPG paraphernalia
[14] A public awareness and education
campaign was initiated, attempting to saturate schools,
churches and public places with anti-gaming paraphernalia
such as the infamous “Dark
Dungeons” cartoon by Jack L. Chick.
[15] Apart from the claims to Satanic
influence, the primary threat perceived in RPGs was the
perceived breakdown between the realm of fantasy and
reality. In representations
of RPGs in the mass media, players were regarded as becoming
so involved in their fantasy games that their concept
of self and reality began to dissolve to be replaced
by the virtual fantasy world of the RPG. Instead
of a liminoid consequential moratorium or an example
of Bakhtin’s carnivalesque, players
were perceived as breaking down the barriers of the
public and liminoid space and thus allowing their
play to have “real
world” consequence. There was also concern
about what youth learned in their play. In the
real world, criminal or immoral behaviour has consequences,
yet in a game without these consequences, there was perceived
to be no necessity for gamers to act morally. Underlying
this argument was a deep fear of the unfettered imagination
of youth having an impact on real world situations. In
a game, players can engage in any virtual activities
they wish with consequences that are equally virtual. This
is reflected in Patricia Pulling’s advice to
police that,
It appears that a significant amount
of youngsters are having difficulty with separating
fantasy from reality. Or in other instances, their
role playing has modified their behaviour to the extent
that they react in real life situations in the same
fashion that they would react in a gaming situation.
This is not always obvious or apparent to the suspect.
The personality change is so subtle that in some cases
the role player is unaware of any behaviour or personality
changes.
[16] Lying behind attacks on RPGs
is the belief that a certain mindset is required to carry
out criminal, self destructive or immoral acts and the
negative consequences of those acts are the primary incentive
against their execution. In the anti-RPG moral panic it was believed
that the lack of real consequences for virtual acts would
permit players to experiment with criminal or occult
activities and thus act out tendencies that in the real
world would be repressed. Thus it is in the interests
of society to repress perceived deviant behaviour whether
virtual or not. In application, it appeared that
RPGs were regarded as having a greater influence upon
adolescents' minds than social, cultural and
moral values.
[17] As in Cohen’s model of moral panics, two key
factors emerged in the anti-RPG campaigns. First, “right
thinking people” manned the barricades protecting
the social and moral order. School
principals, police, conservative politicians and churches
all spoke out against RPGs. The complainants' high
positions in the community gave weight to these claims,
influencing public opinion. Second, articles
and lectures did not specify where Satanic, Pagan
or Socialist references or activities could be found. There
was no description of the process by which the conclusion
that RPGs were linked with other perceived threats to
the social order had been reached. Additionally,
the existence of RPGs was construed as a threat to the
welfare of children. With such a clear challenge
laid before school boards and city officials there
was little alternative action that could be taken
without appearing to be unconcerned about the emotional
and physical wellbeing of children.
[18] This approach to the anti-RPG
campaign is well illustrated in B.A.D.D’s profile of teen Satanism and the occult,
distributed to police departments for interviewing suspected
occult related youth crime. Also of significance
was the construction of the threat in extremely vague
terms which could be applied to almost every aspect of
youth culture and sector of society through a process
of self-fulfilling prophecy, as is illustrated here in
Pulling’s guide to identifying the influence of
teen Satanism by police, clergy and educators. Michael
Stackpole’s “Pulling Report” is particularly
succinct in analysing the circular logic, double hermeneutic,
overt generalisations and self-fulfilling prophecies
involved in Pulling’s approach to identifying
Satanic influences in young people.
THE WHO WHAT WHEN WHERE AND HOW OF TEEN SATANISM
WHO
1. Adolescents from all walks of life.
2. Many from middle to upper middle class families
3. Intelligent
4. Over or Under Achievers
5. Creative/Curious
6. Some are Rebellious
7. Some have low self esteem and are loners
8. Some children have been abused (physically or sexually)
WHEN does this occur?
It appears the ages most vulnerable are 11-17
WHERE?
1. Public places such as rock concerts, game clubs
in communities or at school.
2. Private parties at a friend’s
home.
HOW?
1. Through Black Heavy Metal Music
2. Through fantasy role playing
games like Dungeons & Dragons
3. Obsession with movies, videos, which have occult
themes
4. Collecting and reading/researching occult books
5. Involvement with “Satanic Cults”,
[sic] through recruitment
6. Some are born into families
who practice [sic] “satanic
cult rituals”
WHAT can we do?
1. Document all information relating to occult involvement
(even if it does not appear relevant at the time)
2.Keep an open mind
3. Stay objective
4.Never assume that an individual is acting along
[sic] until all other information surrounding the
case and individual has been fully investigated.
5. If individual is involved in “satanic activity,” he/she
will deny a great deal to protect other members of
the group as well as the “satanic philosophy”.[sic]
6. Have a team approach; work with a therapist, clergymen
and other helping professionals.
7. Educate the community so that potential tragedies might be avoided.
[19] It is difficult precisely to
evaluate the extent to which the anti-RPG moral panic
permeated the social order. At its peak, many schools banned the game,
shops were closed, several smaller companies were forced
out of business and many gamers experienced harassment
ranging from minor disapproval and restrictions of behaviour
from educators, police, churches and parents to more
severe actions. I will discuss the experience
of gamers shortly.
[20] B.A.D.D documents were distributed to police departments
across America and in many schools, churches and local
governments in Britain, Canada and Australia. Anti-RPG
documents, articles and cartoons were distributed throughout
Australian, British and Canadian churches, police departments,
welfare agencies and schools, but there is no evidence
to suggest that moral panic ever became embedded in educational,
government or police institutions of other nations to
the same extent as it did in the U.S. Several
films were produced with support and consultation from
B.A.D.D and other anti-RPG organizations, most notably “Mazes
and Monsters”, “Cruel Doubt” and “Honour
thy Mother.” Perhaps the most bizarre event
was the raid by the American Secret Service on Steve
Jackson Games on the premise that the RPG Cyberpunk contained
secret coding on how to become a computer hacker and
encouraged participators to commit cyber-crime. The
Judge found that the agents in charge had acted without
proper investigation and “in his zeal to obtain
evidence for criminal investigation, simply concluded
that Steve Jackson games was involved in illegal activities
because of the wording on the “Illuminati” bulletin
board menu.” However,
the moral panic did follow three clearly identifiable
stages. The first was the claim that students were
using occult paraphernalia included in RPGs to curse
or hex fellow students, parents and teachers. This
was the claim made by Pulling in her attempt to sue TSR
for her son’s death and presented through many
anti-RPG forums such as then infamous "Dark Dungeons” cartoon
by Jack T. Chick. The second phase began in the
mid 1980s and claimed that the fantastic and morally
dubious world of RPGs would lead students to suicide,
murder and violent crime. The final phase, which
started in the late 1980s and early 1990s, was the
claim that RPGs would lead gamers to become Satanists
or Pagans and then to engage in immoral and violent
activities.
[21] While the moral panic against
RPGs was pervasive and RPGs are still stigmatised in
some sectors of society as being linked to Satanism,
youth suicide and the occult, the campaign against RPGs
collapsed in the early 1980s and quickly lost much of
its support among the judiciary, police, educators and
government. Unlike the moral
panics against Mods and Rockers and Heavy Metal music,
the collapse of the anti-RPG moral panic has close ties
to the loss of credibility and financial support by anti-RPG
organizations that profited from the moral panic. In
particular, with the collapse and disbanding of B.A.D.D
as a political and media force, media attention was no
longer being continually drawn to spectacular accusations
of deviant behaviour and supposed immorality against
gamers that subsequently led to the decline of the anti-RPG
moral panic. The collapse of the credibility
and effectiveness of B.A.D.D and other anti-RPG organizations
can be traced to several specific causes:
1. Litigious failure
[22] Despite many cases
supported by B.A.D.D there has yet to be a civil or criminal
case in which the so-called D&D defence has succeeded. This
undermined much of the incentive for its application
in law and denied B.A.D.D a vital platform for publicising
its agenda through the mass media.
2. Lack of academic credibility
[23] Despite numerous attempts to finance academic research
which could prove psychological transformation, a propensity
to criminal activity, depression, alienation and other
anti-social tendencies as linked to RPGs, virtually all
these studies found that the difference was statistically
insignificant or that gamers scored lower on key indicators
linked to alienation, propensity to violence, depression
and inability to distinguish fantasy from reality. This
inability to achieve published findings in refereed
journals was a major blow in B.A.D.D’s attempts to legitimise
its claims against RPGs. What was particularly
significant with this failure to achieve academic and
professional credibility for the belief that role-playing
games represented a threat to youth was that without
this credibility, it was difficult to create the political
impetus to legislate against role-playing games or to
gain support from law enforcement and educational bodies
beyond the local and demagogic level. Additionally,
when the levels of suicide amongst RPG players was investigated
in relation to national statistics on youth suicide in
Canada and the United States by the American Association
of Suicidology, the Centres for Disease Control, and
the National Safety Council (among others), it was found
that while overall level of youth suicide (15-25) was
5300 per year, there had only been 128 suicide attempts
by game players recorded by B.A.D.D and affiliated organizations
between 1979 and 1988. Furthermore, most of
these claimed suicides were simply accumulated unsourced
newspaper clippings, often referring to the same incident
several times over. According
to the estimated number of RPG gamers in the country
at the time, there should have been at least 1060 gamer
suicides in the same period. Consequently, the
finding of the report was that suicide amongst RPG
gamers was actually significantly lower than national
averages for the age demographic of 15-25 year olds.
3. Discrediting of
B.A.D.D
[24] The credentials
and activities of Patricia Pulling, Thomas Radecki and
B.A.D.D were themselves under intense scrutiny in the
early 1990s. Most notable
is the work of Criminologist Robert Hicks and the now
famous Pulling Report commissioned by the Game Manufacturers
Association of America (GAMA) to investigate claims made
by Pulling against RPGs. The findings of these
and other investigations were scathing of the methods
used by Pulling and B.A.D.D. In particular, the
claims of Teen Suicide were found to have been taken
from newspaper clippings, many of which provided no date,
location or details of the event. Patricia Pulling was
also under fire for blatant manipulation of statistical
data. Most prominent was the claim that there were
56,000 Satanists living in the Richmond, VA area. It
was later discovered she had arrived at that figure by
including all activities she perceived to be New Age
or Pagan influenced. Another heavily ridiculed
claim was her argument that eight percent of the total
population of America were Satanists. This figure
later emerged to have been determined by adding together
an estimated four percent of youth and four percent of
adults. Additionally, in the absence of empirical
evidence. scepticism regarding belief in claims of
Satanic conspiracies and Occult crime in general was
gaining support among, law enforcement officers and
welfare agencies, further undermining the claims made
by B.A.D.D regarding youth and the occult.
4. The increasingly
fantastic nature of the claims
[25] In the absence
of supporting evidence regarding the secular claims of
RPGs leading to suicide and violent crime, B.A.D.D and
supporting fundamentalist Christian organizations such
as the “700 Club” made
increasingly grandiose and unsupportable statements,
e.g., that RPGs were actually a form of Satanic worship,
caused multiple personality syndrome, involved Satanic
rituals, was used as a cover for human sacrifice and
child abuse, and that the supposed magical rituals
conducted in RPGs had a real world effect. Other
grandiose claims expressed a belief in lycanthropy and
vampirism. Similarly, the fixation of B.A.D.D publications
on whether youth had been exposed to the “Necronomicon” was
ludicrous, since it is a fictional creation used as a
literary tool by pulp era sci-fi and horror writer H.P
Lovecraft. The extravagant nature of these claims
ultimately worked to alienate large segments of the
mass media, law enforcement and the general public.
5. Organization and
solidarity among gamers
[26] By the 1990s, many
of the gamers targeted in secondary school and university
were becoming politically active in lobbying against
attacks on RPGs and gamers. Gamers
Will Flatt and Pierre Savoie established CAR-PGA, the
Committee for the Advancement of Role Playing Games in
1988 to provide legal and personal support for gamers
targeted in the moral panic. The organization lobbied
government, law enforcement and educators extensively
against the activities of B.A.D.D. Gamers also
used conventions, forums in magazines like “Dragon” and
in local gaming groups to coordinate local lobbying
of law enforcement, schools and parents as well as
engage in numerous letter campaigns and articles submitted
to mainstream news letters, magazines and television
programs with varying degrees of success.
Response by Gamers to the Moral Panic
[27] So how did gamers respond to
being targeted by a moral panic? According to Kenneth Gagne in his
dissertation on moral panics, fully-fledged and politically
oriented subcultures such as Punks and Hippies became
polarised when targeted, giving them strong clear identity,
culture and politics. By contrast, he argues
that pseudo-subcultures like RPG gamers, comic book
fans in the '40s and computer gamers have typically
responded by toning down their activities, reducing
the anti-structural association of their cultural
products and engaging in apologetics. However,
in my research, which between 1979-2001 has involved
field work at RPG conventions, searching through newsgroups
and online forums, and an investigation of editorials,
forums, letters to the editor in the magazines Dungeon,
Dragon, Breakout, Critical miss and Places to go People
to Be (PTGPTB), and the satirical magazine Knights
of the Dinner Table, I have found a variety of responses
by gamers targeted by religious, educational, police,
parental and government authorities for their gaming
practices.
Overall Findings
[28] Overall, the number of articles,
letters, editorials and forums dealing with attacks on
gamers peaked between 1988 and 1992. In fact, after
1992 I have been unable to find any letters, articles
or editorials on the topic except for several retrospective
examinations of the history of gaming between 1997 and
2000 and an article dealing with prejudice against Christians
from within the gaming community in PTGPTB in 1999. During
the most intense periods of correspondence on the
issue, almost every edition of the magazines I reviewed
contributed portions of their material to debates
by gamers regarding experiences and responses to anti-gaming
activity and perceived prejudice in the community. Prior
to 1988, the first mention of attacks on gamers from
within gaming publications is a letter expressing
concerns about behavioural changes in campaigns run
with evil characters in the March 1985 issue of Breakout. Similarly,
the last piece I found was an editorial in 1993 reflecting
on DragonMagazine’s seventeenth anniversary,
its “Baptism of Fire” after being attacked
by Christian fundamentalists, reflecting on the hatred
of fantasy, science fiction and horror by many fundamentalist
Christians. The
experiences described by gamers varied from minor harassment
by teachers, police and clergy to that of more substantial
issues of seizing property, bashings, loss of privacy,
expulsion from school for continuing to play after a
ban had been put in place and harassment/arrest for supposed
satanic desecration of graves and churches etc. The
most common complaints by gamers were:
1. Low level harassment from teachers and parents,
teachers and police.
2. Being blocked from using public space or private
homes to meet and socialise, whether gaming or not.
3. The sabotaging of groups by
teachers, clergy and parents through leaving of satanic,
drug or pornographic material prior to a session and
then claiming to “find” the
material in the room with students.
4. Tacit encouragement of violence, theft and abuse
directed against adolescent gamers by teachers, clergy
and parents.
[29] Overall, most correspondence
reflected a profound sense of frustration from gamers
at their inability to be heard in the face of what, they
felt, was an astounding level of ignorance and superstition
among the mass media and public authority figures. Many letters and
comments described feelings of having been betrayed by
teachers and parents. There was an overall realisation
by many contributors that the games were more than a
hobby; they were a major social and creative outlet and
an important vehicle for personal expression. Finally,
many of the contributors described a sense of bewilderment. Many
had no previous difficulties with public authority figures,
maintained solid grades and maintained what they had
thought to be good relationships with their parents. Suddenly
they found themselves perceived as a major threat
to the social order.
[30] This sense of betrayal and rift
between students, teachers, religious bodies and parents
is reflected in David Bromley’s article on the satanic cult scare
of the 1980s in which he argues that the scare, including
its manifestation in the anti-RPG moral panic is a “counter
subversion ideology” in which contractual-covenantal
tensions, such as that between parents, children, child
care centres, schools and youth sub-cultures have been
exacerbated by the encroachment of the economic sphere
into the realm of familial relations. The ideology
surrounding the permeation of Satanism and threats
to children are thus a metaphorical construction of
a widely experienced sense of danger by western families
in the wake of profound socio-economic transformation. In
this sense, RPG gamers, as youth, are profoundly affected
by this cultural and ideological shift, experienced as
a bewildering change in familial relationships, the feeling
of being torn between competing roles as students, friends
and children (which makes the role of RPGs as a psycho-social
moratorium all the more important) and becoming the target
of psycho-social projection based on a social drama they
are only peripherally aware of in their socially ascribed
roles as students, “youth” and progeny.
[31] Some typical responses from the experiences of gamers
who felt targeted by the moral panic as listed on internet
forums and in letters to the editor in RPG magazines
such as Breakout, Dragon,Places to Go
People to Be, Critical Miss, and Dungeon are:
“It got so bad that any time I
felt like wearing a black shirt to school a legion
of counsellors, teachers, priests and police officers
would descend upon me like a horde of locusts looking
for signs of suicidal or violent behaviour. It
sucked. Fortunately I worked with quite
a few of the local cops, who I got on well with,
who would chat to me and get the teachers off
my back.”
“My sister tried to start up the first
RPG club in the school. The announcement was
put up on the bulletin board a week prior to the meeting. It
was up for 2 days before enough parents called up
for the school to ban it. Of course we all heard
the announcement and turned up anyway, even though
it was supposed to be banned. We decided to
use the local library and got their permission. We
had a chance to get together twice before the
local library asked us to leave.”
“Recently, a friend of mine from high school
got involved with an RPG group. His teacher
saw he had some friends, since he was a bit of a loner,
was concerned that his friends had been seen near
the local gaming store. The teacher talked to
the school counsellor and local Baptist minister had
also heard his new friends had been playing these
evil games, and the counsellor in turn called up his
parents to tell them that their kid was running around
with a cult of Satan worshipers. Well grounding
was the least of his concerns after that. I
don’t know if his relationship with his parents
will be the same again. My parents were more
understanding, for which I am thankful. When
I joined a local RPG group my mum asked me “Are
you planning to kill yourself?” I answered “No” and
have had no problems since she’s been on hand
for a lot of our sessions and seen that we aren’t
Satanists but just a bunch of kids having fun.”
“Our high school let students arriving early
to go to the lunch room to escape bad weather while
waiting for school to start. Four kids played
Dungeons and Dragons while waiting and as a result
were verbally attacked, bailed up against the wall
and denounced in front of the school as Satanists
by a teacher. Two of the kids were active members
of a local protestant church, one was a very nominal
Catholic and the fourth was a rather strange kid who
was part of this local group of Pentecostals … A
problem for the school was that the parents of one
of the kids was a police officer. He investigated
the episode and that verified their story. The
teacher made this awful insincere apology and the
principal claimed it wouldn’t happen again. However
the game is now banned from the school and the teacher
was supposedly given a merit raise at the end of the
year. We found it more pathetic and funny than
traumatic. We used to make gestures and stick
our fingers up at him behind his back for a few months
after that. He claimed kids were trying
to put hexes on him and would shuck the biggest
stink if he caught us at it.”
“On January 22 1990 I was asked to appear as
a member of the audience for a taping of the 'The
Shirley Show' since I was the founder of the local
gaming club but the researcher had strange notions
about RPGs because the show was about the threat of
Satanism. The researcher Jeanette Diehl wanted
to cover RPGs as one of the 8 faces of modern Satanism. When
I spoke to her she became increasingly perplexed 'What
do you mean you don’t wear costumes and do magical
rituals?' Still I was contacted only 3 days
before taping. Two guests had been operating
on the show for 2 months in advance they were Thomas
Radecki and Patricia Pulling. These two are
anti-game crusaders from the US but their arguments
are full of holes. I was one of the few game
players to research their claims in depth but even
when I shovelled refuting evidence on the show it
was ignored as if I wasn’t there or shouted
down by the two crusading yanks. The two guests
spouted incredible nonsense about RPGs and there was
no real avenue open to discredit them on the show. Pulling
claimed that RPGs are based on the occult, that they
are psychological manipulating and brainwashing techniques
and that they include rituals worshiping Pagan gods
and demons in the books. The producer responded
to my complaints on air that he wanted to get away
from American style talk shows. I responded
with “Then why are you importing American lunatics …”
[32] The responses by gamers published in web forums,
letters to the editor in gaming magazines and personal
discussions indicated several patterns of response to
being targeted by a moral panic:
1. Self Censorship and apologetics
[33] Typically, this took the form
of numerous debates surrounding the idea of whether or
not evil characters should be allowed in game play and
numerous requests for gamers to avoid doing anything
that could be construed as Satanic or anti-social.
2. Rationalist and
secularist critique
[34] This approach really began in earnest in the forum
of Dragon magazine, with
the formation of CAR-PGA. Previous editions, most
notably issues151 (October 89), 152 (December 89) and
158 (June 1990) had letters and articles pertaining to
Gamers perceiving major flaws in anti-RPG arguments and
decrying the lack of support networks and vehicle to
express their opinions. Typically, this approach
was portrayed as either a free speech issue or a campaign
against what was perceived as the bigotry, superstition
and irrationality of the fundamentalist Christian backers
of the anti-RPG campaigns. Investigations were
initiated in Dragon magazine as to the anti-Semitic,
anti-Catholic and racist materials and background of
key anti-RPG figures such as Jack T. Chick. The
academic credentials of Thomas Radecki and Patricia Pulling
were debunked. Numerous links were forged with
academics and government agencies studying youth suicide
and academic publications on gaming were collated
and made available to gamers wanting to investigate
and/or debunk anti-RPG claims. Gamers
began to coordinate lobbying campaigns by phone, letters,
public forums, the burgeoning internet and word of mouth
as a means of informing the media, law enforcement, educators
and local government about RPGs and their role in youth
culture. Links were forged with the Skeptics Society
and other secularist organizations. Articles
were written in Skeptics Society journals and journals
of psychology, and law enforcement officers and criminologists,
such as Robert Hicks, began to debunk and expose the
supernaturalist origins of anti-gaming claims and question
their relevance in law enforcement initiatives. Perhaps
the greatest blow to B.A.D.D, Patricia Pulling’s
and Thomas Radecki’s credibility was the publication
of Michael Stackpole’s “Pulling Report” which
severely criticized the ethics and methodology of
anti-RPG campaigners and was widely distributed amongst
law enforcement, educational bodies, game manufacturers,
gamers and government agencies.
3. Satire and play power
[35] I have borrowed the term “Play power,” coined
by Richard Neville’s book of the same name,
to describe the method of challenging authority figures
and the construction of moral barricades through harnessing
the absurd, the nonsensical and the bizarre through
the spirit of play and humour. This
approach both worked to discredit anti-RPG organizations
through drawing attention to the absurdity of their claims
and served as an outlet for gamer anger against churches,
schools, parental authority and the mass media. An
example of this is wide circulation of the satirical
essay "Chess: The Subtle Sin: Should Christians
play chess?" based on the anti-gaming text Should
Christians play Dungeons and Dragons? Another
example is the response to Jack T. Chick’s Dark
Dungeon cartoon and the many satirical variations
of it produced by gamers. Many gamers of the 1980s
and 1990s claimed to distribute these at conventions,
which anti-RPG bodies had covertly saturated with anti-RPG
propaganda, with the text removed, to encourage gamers
to put in their own subversive text. Perhaps the
most famous of these is “Jesus Kills” in
which the gaming group is turned into a bible study
(including the use of the GM shield to not let members
read the bible for themselves), the Pagan and Satanic
associations made with RPGs are turned into a Christian
affiliation and a member commits suicide after being
cast out from the group for a homosexual encounter
at university. Other
examples include numerous cartoons in Dork Tower and Knights
of the Dinner Table that satirise anti-RPG tracts. The
Final Church, a game parodying fundamentalist
Christianity, in which the players take on the persona
of fundamentalist Christians to hunt down gamers,
pagans and heavy metal fans, is another example of
this kind of approach.
[36] Another tactic was a process
called church baiting in which gamers would provoke fundamentalist
churches into loud raucous displays in the media and
in public gatherings, and then humiliate them by revealing
the "bait" to
be fake, or by leaving satirical models or slogans at
the gathering place or supposed site of Satanic activity. An
example of this approach is an extract from an article
in Critical Miss an online Gaming magazine,
on how to provoke a public response from fundamentalist
Christians. The following is an example of church
baiting taken from an article in Critical Miss magazine.
Triggering A Panic
This is actually something you
could do without access to handy Pagans. Simply take
a selection of RPGs that could be misinterpreted,
either because they have new-age themes, or perhaps
because they satirise violence, and send them (as
an anonymous package) to various self-appointed moral "watchdogs" …
What you do here is pretend to form a role-playing
club, apply to a church for the use of their premises
as a meeting place, get refused, then complain very
loudly in the local press. (You can then use the newspaper
cuttings as part of your TV pitch).
There is one very important point to note here: Pick
the right church.
It's no point picking a normal
neighbourhood church. All that will happen is that
the vicar will say something totally unhelpful like: "Of course you can use
our church ... roleplaying is an excellent pastime
which teaches literacy and numeracy skills to young
people." You need one of the more modern, scary,
fundamentalist churches. As an aside, my Mum and Dad,
who are Christians, once started getting newsletters
sent by a local Christian bookshop (they didn't ask
for them, these people just started sending them).
One issue of the newsletter had a "prayers" section.
It said something like:
"We pray for John and Anne
Sutherland, whose daughter Kirsty is suffering from
Leukaemia. We pray for Jenny Richardson, who recently
lost her husband Keith. We pray that the people of
Israel come to realise the folly of talking peace
to the Palestinians ..."
That's the sort of church you want.
Another example is the registering of the domain name
B.A.D.D, calling it Bothered About Disposable Dragons as
a site parodying “Save the Whales” campaigns.
4. Christian gamers and game designers
[37] Gamers who are affiliated with
Christian churches or who come from Christian backgrounds
inevitably described the highest level of harassment
from parents, teachers, friends and clergy. In addition, there are several
prominent game designers and authors of RPG based fantasy
who are very outspoken about their Christian identity. Most
notable of these are game designer and author of the New
York Times best selling series Dragonlance,
Tracy Hickman and ex-Baptist Minister James Wyatt. These
two authors and designers of RPG paraphernalia have taken
a leading role in RPG advocacy and support networks for
Christian gamers. While Tracy Hickman is much more
politically conservative than the liberal Democrat Wyatt,
they both argue that fantasy has long been a vehicle
for metaphorical representations of social and moral
issues both biblically and in the work of Christian fantasy
authors such as J.R.R. Tolkien and C.S Lewis. In
particular, they argue that the metaphorical nature of
Fantasy, Sci-fi and Gothic Horror throws issues of good,
evil, compassion and morality into stark relief, developing
a greater depth of understanding in real world scenarios. Christian
game groups commonly bemoan the alienation of a youth
sub-culture and the abandonment of a medium by hostile
churches.
5. Identity formation and counter
cultural imagery
[38] One important side effect of
the panic was the development of a gamer identity. RPGs are inherently an esoteric
pastime with an enormous amount of jargon that can be
quite alienating to the non-gamer. Similarly, a
large body of slang and “Folk Speech” has
emerged within the RPG community including references
associated with other media such as Japanime, various
forms of literature (mainly horror, sci-fi and fantasy)
and cinema (especially fantasy, sci-fi and horror
but also including Hong Kong and French cinema, and
English comedy such as Monty Python), computer
gaming and other material derived directly from the
experience of RPGS. Some examples are Munchkins/Hack
Master, Sanity Check, Monty Haul, Rules Lawyer, I
Disbelieve, Red Shirt, Test Hobbit and Polish/Irish
Mine Detector. Additionally,
the common experience of being targeted by a moral
panic among the community was spread by means of networking
through forums, magazines and conventions and led
to the aforementioned political action and to a sense
of common cultural identity manifested through slang,
fashion and cultural artefacts.
Cultural Shifts in the Wake of Moral Panic
[39] The most obvious impact of the
RPG moral panic is widespread hostility to Christianity,
presented as a bigoted, oppressive and violent religion. Gary
Pellino in his article on prejudice within the gaming
community argues that the response by gamers to Christians,
particularly committed or conservative Christians, is
akin to the comments reserved in mainstream society for
Nazis. He argues that this hostility is almost
entirely defined within the context of a sense of
being unfairly targeted and harassed by Churches and
Christian authority figures. Another
important effect of the anti-RPG campaigns was the major
shift in gaming culture towards an open embracing of
Gothic-derived cultural symbols and increasingly subversive
themes in games. Most prominent in this shift
was the popularisation of Vampire: The Masquerade and Werewolf:
The Apocalypse by the game publishing company White
Wolf, and to a lesser extent the increased popularity
of Call of Cthulhu based on the works of H.P
Lovecraft, produced by Chaosium. These games directly dealt
with issues considered taboo for RPGs during the 1980s
such as sex, horror and the occult. The Gothic
games originating in the mid 1990s also openly embraced
cultural forms deemed inimical to fundamentalist Christianity,
such as Paganism, homosexuality and occult, and recast
them as oppressed and misunderstood victims pursued
by a bigoted, fearful and ignorant public. While
the pseudo-Goths or Vampire Goths, as they are often
referred to in the gaming community, are usually described
as part of the Gothic music and fashion subculture,
research by Paul Hodkison into the Gothic subculture
in Britain found that, despite some crossover, they
actually formed a distinct group of their own with
closer links to gamers than to the Goth subculture
and philosophy. As with Goths, tattoos, piercing,
face and body paint are common, as are variants of
clothing derived from horror literature, with nineteenth
century style clothing and black leather predominating.
[40] In pseudo-Gothic games, complex
rules and a focus on violence are eschewed in favour
of role-playing, characterisation and amateur thespianism. In these games, protagonists
deal with overtly dark themes and have become the new
target of media antagonism against RPGs, but this is
done through linking them to the Goth subculture rather
than describing them as gamers. This has tended
to increase the division between fantasy gamers and
pseudo-Goth gamers. There
is also a significant amount of rivalry between pseudo-Goth
gamers and high fantasy gamers (labelled hackmasters/munchkins
over issues of gender and cultural identity). While
the number of women in games has risen from an estimated
three percent in 1985 to possibly as high as 37 percent
in 2000, by far the majority of women have joined
the pseudo-Goth sub-category. as illustrated by an
estimated 42 percent female market for Vampire: The Masquerade. Additionally,
the construction of feminine identity by female pseudo-Goth
gamers violates the symbolic construction of femininity
held by fantasy gamers. leading to conflicts and rivalries
as illustrated by the following anecdote:
Gigi was an ultra-skinny, pale-skinned
girl with a boyish figure and black lipstick, fingernails,
clothes, eyes, bruises, etc. She had really, really short
hair, but only on one side. It was buzzed so short that
you could see the tattoo. The other side was
longer, so I guess she could comb it over and pretend
like she had hair on both sides of her head, the way
balding men sometimes do. Only she didn't do that, she
just let the long-side dangle. Gigi also had a lot of
metal in her face. I figured there were about four pounds
of metal altogether, and that's not counting
metal in places I couldn't see. I asked her about all
the stuff in her face, something tactful, yet direct,
like, "Why do you have all that metal in your
face?" She said she was making a statement. The
normal English words on Gigi's character sheet described
a vampire, which was somewhat depressing. Ed was much
better refereeing fantasy adventure and sci-fi games
than those awful, dark, neo-gothic things. I was hoping
for something new and fresh. Angst-ridden, melanin-deficient,
red-wine-drinking ... oh yeah, the stereotypical vampire
of vampires. I made an annoying hissing noise through
my teeth and handed it back to her, shaking my head–body
language she seemed to take as a personal insult.
[41] A key feature of Pseudo-Gothic
RPGs is that they are overtly counter-cultural in symbolism. Werewolf:
The Apocalypse, for example, features the characters
engaged in a struggle against big business and corporate
capitalism to prevent environmental catastrophe and
preserve pristine wilderness. However, this seldom appears
to relate to any form of political activism. Rather,
the vehicle of RPGs seems to have a normative function
akin to Bakhtin’s notion of the “carnivalesque.” They
represent a space in which people can explore alternate
forms of identity and reconcile tensions in real world
scenarios without real world consequences. The
virtual world of the RPG acts as an outlet for societal
tension rather than encouraging behaviour in real
world scenarios.
[42] Essentially, games like Vampire: The
Masquerade, Werewolf: The
Apocalypse and other pseudo-Gothic games are
a vehicle for expressing the alienation of youth. They
feature characters who are outcasts from society,
and who must preserve their secrecy and fight against
the mainstream for survival. Many of these games,
and their associated literature, cinema, television
programs and computer games, feature identities in
which the protagonist is perceived as a monstrous
outcast but is, in reality a powerful, noble and beautiful
creature who is misunderstood and hounded by a bigoted
and ignorant bourgeois humanity. These virtual
worlds and identities reflect the experience of
youth targeted by moral panics, powerless in the
face of apparent ignorance and hostility from authority
figures, desperate for personal space and needing
to develop models and symbols associated with empowerment
and personal strength.
Conclusions
[43] The crusade against RPGs offers
unique insights into the nature of moral panics, as it
contains elements that are clearly symptomatic of a moral
panic yet remains atypical of those directed at Mods,
Rockers, Hippies and Punks. The RPG moral panic fits Cohen’s
definition in that it involved generalisation against
an existing sub-culture implanted from outside; it was
publicised through the mass media; claims were based
on anecdotal urban myths rather than quantifiable evidence;
and it was pursued by “right thinking people” who
used their social standing to attack perceived sites
of deviance and threats to the social and moral order. However,
unlike Cohen’s model of moral panics, the anti-RPG
moral panic was almost entirely the product of campaigning
by a group of like-minded political organizations, which
had little general support outside of the publicity generated
by organizations like B.A.D.D. This is clearly
illustrated by the extent to which anti-RPG sentiment
among the general public collapsed in the wake of
the discrediting of B.A.D.D from 1992 onwards.
[44] Another aspect of the RPG moral
panic is that unlike Punks and Hippies, there was little
common cultural identity, and certainly little in the
way of a political agenda, among gamers. Until the shared experience of moral
panic and high publicity brought them together as a subculture
with a shared identity, RPG gamers were simply hobbyists. To
a large extent, the development of an embryonic common
political and cultural identity among gamers was the
product of being targeted by a moral panic. Even
today, there is little evidence of a “gamer politics” or
polarised socio-political identity as demonstrated
by other sub-cultures such as Punks, Hippies and Metal
Heads, etc.
[38] The shift to the Gothic in the
wake of the collapse of the moral panic is particularly
interesting. Essentially,
this can be interpreted as a response to years of self-censorship
and concerns about negative publicity of gamers regarding
counter cultural imagery and mature themes through the
impact of moral panics. This reasoning can also
be applied to the resurgence of Live Action Role Playing
(LARPs) in the mid 1990s. It is also indicative
of the shifting age demographic of gamers and the desire
to explore adult themes that resonate more closely with
the issues of an older gaming population. Another
crucial issue regarding the shift to the pseudo- Gothic
in gaming is the extent to which the experience of being
targeted by a moral panic created an environment in which
gamers identified with images perceived to be inimical
to a Christianity caricatured as encompassing rampant
cultural conservatism, a saccharine approach to morality
and fundamentalist dogma. This reversal of darker
images into an empowering “anti-hero” model
of cultural values is, in this light, paralleled by
the popularisation of witchcraft in the 1980s in the
context of a constructed model of witch identity in
popular culture as the innocent victims of church
and mainstream persecution. One
can also see these models in the popularity of comic
heroes like the X-Men and the Incredible Hulk as
expressions of empowerment, alienation and isolation
from what is perceived to be the cultural mainstream.
[45] In the final analysis, RPGs,
although virtual, are intrinsically a reflection of the
socio-cultural issues and tensions of life in the real
world. As the
experience of gamers in relation to mainstream culture
has shifted, so have the symbols, images and identities
utilised by gamers to express themselves through the
medium of gaming. As Kyna Foster argues:
Though the game world is constructed as an independent
world, and though the players like to think of themselves
as different and somehow separate from the mainstream,
which they might be, the effect of the surrounding
culture cannot be denied. To the point, the gaming
world is shaped by the players, who are shaped by
the dominant culture of that time and place.
Ultimately, the formation of a shared gamer
identity is due to the experience of moral panic and
thus the cultural identity created forthwith is intrinsically
linked to that experience translated metaphorically through
the medium of the game world and its expression in play.
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Notes
Jack Buetell, “Adventure Games
are on a roll,” Toy
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Game Industry Market Research Summary,” Wizards
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262; Gary Fine, Shared Fantasy Role Playing
Games as Social Worlds (Chicago: University of
Chicago Press, 1983), pp. 181-204; Sherry Turkle, Life
on the Screen (New York: Simon & Schuster,
1995), pp 180-203.
A
reasonably comprehensive study of jargon and slang amongst
gamers is available in Woodelf’s essay “Folkspeech by Role
playing gamers.” http://www.upl.cs.wisc.edu/~woodelf/mystuff/essays/RPGlingo.html
For
more information on Turner’s theory of liminal,
liminoid, anti-structure and communitas please see, Victor
Turner, From Ritual
to Theatre: The Human Seriousness of Play (New York:
Performing Arts Journal Publications, 1982), pp 20-70.
These
results come from a survey I conducted while during fieldwork
at gaming conventions and stores. This was inspired by, and
received approximately the same results as a survey and
analysis conducted by Dr. Kathryn White in her article “Gender
Bending in Games” http://www.womengamers.com/articles/;
Turkle, Life on the Screen, pp 212-26
regarding online roleplaying and gender swapping.
Gary
Pellino, “The
Shame of the Game,” Places to Go People to Be 4
(August 1998): 7.http://ptgptb.org/0004/antigame.html
Here,
I am using the theory and definition of moral panics
devised by Stanley Cohen in his book Folk Devils and Moral
Panics (Oxford: MacGibbon and Kee, 1972), in
which he defines a moral panic as “A condition,
episode, person or group of persons emerges to become
defined as a threat to societal values and interests;
its nature is presented in a stylised and stereotypical
fashion by the mass media, the moral barricades are manned
by editors, Bishops, politicians and other right-thinking
people; socially accredited experts pronounce their diagnoses
and solutions; ways of coping are evolved or (more often)
resorted to; the condition then disappears, submerges
or deteriorates and becomes more visible" (p. 9). While
the moral panic against role-playing games never reached
the heights of that directed against youth sub-cultures
such as Hippies, Punks and Skinheads, the public response
to role-playing games is clearly accommodated by Cohen’s
model, as will be discussed shortly.
William Dear, The
Dungeon Master (New York: Ballantine, 1985),
pp. 17, 20-22, 163, 316; Shaun Hatley, “The
Disappearance of James Dallas Egbert III, Parts
1 and 2," Places
to Go People to Be 6 & 7 (February & April
1999): pp. 15-20, 17-21; Robert Hicks, In Pursuit
of Satan: Police and the Occult (Buffalo, NY:
Prometheus, 1991), pp, 287-88. Michael Stackpole, The
Pulling Report (Game Manufacturers Association
of America [GAMA]), pp. 19-21 (http://www.rpgstudies.net/stackpole/pulling_report.html).
Hanover
District Court. Pulling vs Bracey (Virginia,
September 17 1984). Transcript of Case No. L-128-82 Virginia
Circuit Court of the County of Hanover, the Honorable
Richard H.C. Taylor, Judge, pp. 12-13. While
this attack was not directly linked to claims of Satanism
or childhood maladjustment, discussed previously,
the raid against Steve Jackson games is relevant to
this argument as it indicates the extent to which
law enforcement agencies were willing to assume criminal
behaviour and a threat to the social order on increasingly
dubious evidence without thorough investigation, a
phenomenon comment on by Richard Hicks, None Dare Call it Reason,
pp. 18-10.
Pulling,
Patricia. The
Devil’s Web. Los Angeles: Huntingdon
House. 1989. p 179.
Cited
by Hicks, Robert. In Pursuit of Satan. p
286.
Pulling,
Patricia. The
Devil’s Web; Stackpole, Michael. The
Pulling Report. pp 31-35, 49-53.
Jack
Chick, Dark Dungeons (Chick Publications, 1984). (http://www.chick.com/reading/tracts/0046/0046_01.asp accessed
5 October 2003).
For
more information on Bakhtin’s theory of the carnivalesque
see Mikhail Bakhtin, Rabelais and his World (Bloomington: Indiana
University Press: Indiana, 1988), pp. 48-96.
Patricia
Pulling, “Interviewing
Techniques for Adolescents,” BADD Inc., September
1988, p. 3.
James Golbert, A
Cycle of Outrage (New York: Oxford University
Press, 1986), p. 9.
Cohen, Folk
Devils, p. 9.
This
material is very hard to source in a global or statistical
sense, as my commentary to this effect comes from newspaper
clippings, gamers discussions online, letters to the
editor in roleplaying game magazines and discussions
with numerous gamers at conventions, etc. While
it is clear that the response was widespread and creates
the impression of a sense of widespread harassment by
gamers, it is difficult to gain statistical evidence
of the size and scale of the public response due to the
inherent subjectivity of the experience. A large
number of public seminars and debates on roleplaying
games are detailed in the following texts: Stackpole, Pulling
Report, pp. 19-21; Paul Cardwell, “The Attacks
of Role-Playing Games,” Skeptical Inquirer 18,2
(Winter 1994): 157-65; David Bromley, “The Satanic
Cult Scare,” Culture and Society 28 (May
1991): 63-66; Kenneth Gagne, "Moral Panics Over
Youth Culture and Video Games." Unpublished
dissertation submitted to the Worchester Polytechnic
Institute, April 27, 2001, p 22 (http://www.gamebits.net/other/mqp.html;
accessed October 1 2003); Hicks, Pursuit of Satan.
Stackpole, Pulling
Report,pp 19-21.
Pulling, “Interviewing
Techniques," pp. 13-14.
There was also
a substantial moral panic and anti-RPG campaign in France
but I have little information on its characteristics
as yet.
With the exception
of France which will be investigated further in forthcoming
research.
While
this attack was not directly linked to claims of Satanism
or childhood maladjustment, discussed previously, the
raid against Steve Jackson games is relevant to this
argument as it indicates the extent to which law enforcement
agencies were willing to assume criminal behaviour and
a threat to the social order on increasingly dubious
evidence without through investigation, a phenomenon
commented on by Richard Hicks in None Dare Call it
Reason: Kids Cults and Common Sense (Law Enforcement
Section, Department of Criminal Justice Services,
Virginian Department for Children’s 12th Annual
Legislative Forum, Roanoke, September 22, 1989). United
States District Court, Steve Jackson Games vs Secret Service (Austin
Division, 1990). This available online from
numerous sources; the most readily available is http://www.sjgames.com/SS/complaint.html.
Hicks, Pursuit
of Satan; Hicks, None Dare Call it Reason, pp.
8-12; Hicks, Satanic Cults, pp. 10-18; Stackpole, Pulling
Report, pp. 12-16; Nathan, Satan Scare.
Paulos, Innumeracy, pp.
168-69; Freeman, “Truth,” pp. 1-11.
Bromley, “Satanic
Cult Scare,” pp. 63-66; Clifton, “Three Faces,” pp.
9-18; Cardwell, “Role-Playing Games,” pp.
8-12; Hicks, Pursuit of Satan, pp. 8-13;
Hicks, Satanic Cults, pp. 10-18; Stackpole,
Pulling Report, p 14; Nathan, Satan Scare.
John Paulos, Innumeracy:
Mathematical Illiteracy and its Consequences (New
York: Vintage, 2001), pp. 168-69; Jeff Freeman, “The
Truth: On Sale Now,” The Skeptic 9,5
(May 1995): 1-11. Phelan, “Psychological
Study.”
Bromley, “Cult
Scare,” pp. 63-66; Chas Clifton, “The
Three Faces of Satanism: A Close Look at the Satan
Scare,” Gnosis 12
(Summer 1989): 9-18; Cardwell, “Role-Playing Games,” pp.
8-12; Hicks, Pursuit of Satan; Hicks, None
Dare Call it Reason; Hicks, Satanic Cults; Stackpole, Pulling
Report; Nathan, Satan Scare.
Chick, “Dark
Dungeons”; William Schnoebelen, “Should a
Christian Play Dungeons and Dragons?” and “Straight
Talk on Dungeons and Dragons” (http://www.chick.com/articles/dnd.asp).
Cardwell, “Role-Playing
Games,” pp. 157-65; Stackpole, Pulling Report,
p. 16.
Pellino, “Shame
of the Game, ” p. 9.
Gagne, "Moral
Panics," p. 22.
Pellino, “Shame
of the Game.”
See Dragon
Magazine; in particular issues 111, 122, 125,
134, 138, 146, 148, 151, 158, 160, 162, 171, 181,
182 and 194 for examples on the debate within the
RPG community on debates regarding perceived harassment
and prejudice.
R.
McDonald, “The
Gaming Spirit,” Breakout Magazine,” 17,5
(March 1985): 9.
Roger
Moore, “Free,
Proud and 17,” editorial in Dragon Magazine 194
(June 1993): 6-7.
Bromley, “Satanic
Cult Scare,” p. 66.
http://www.kenzerco.com/forums/ubbthreads.php;
accessed 10/30/2003.
RPGnet open forums; http://forum.rpg.net/;
accessed 5/11/2003
RPGnet open forums.
Cardwell, “Role-Playing
Games,” pp. 161-62,
Letters to the
Editor, Dragon Magazine (August 1990): 36.
Bromley, “Satanic
Cult”; Cardwell, “Role-Playing Games,” pp.
157-165; Hicks, Pursuit of Satan, pp. 286-87;
Hicks, “None Dare Call it Reason,” pp.
12-18; Hicks, “Satanic Cults, ” pp.
10-12; Stackpole, Pulling Report; Nathan, Satan
Scare; Freeman, Jeff. “Truth,” pp
1-11.
Moore, Dragon 182
(June 1992): 6-7.
For
CAR-PGA’s
list of academic publications on RPGs see http://www.theescapist.com/litlist.htm.
Bromley, “Satanic
Cult Scare”; Cardwell, “Role-Playing Games”; Hicks, Pursuit
of Satan; Hicks, “None Dare Call it Reason;”;
Hicks, “Satanic Cults”; Stackpole, Pulling
Report; Nathan, “Satan Scare”; Freeman, “The
Truth.”
R. Neville, Play
Power (London: Granada Publishing, 1971), pp.
31-33.
A
copy of “Chess:
The Subtle Sin–Should Christians Play Chess” is
available online at http://elephanticity.250x.com/xianches.html . A
copy of “Should Christians play Dungeons
and Dragons?” is available online at http://www.chick.com/articles/frpg.asp
A
copy of “Jesus
Kills” is available online at http://www.pvponline.com/rants_jesus.php3 Other
satirical variations of “Dark Dungeons” can
be located at http://www.planetadnd.com/humor/DD-MST3K/index.php and http://www.rpg.net/252/quellen/darkdungeons/pp02-03.html and http://www.fecundity.com/darkdung/setup.html the
Chick publication is available at http://www.chick.com/reading/tracts/0046/0046_01.asp.
John
Nexus, “Johnny’s
Action Plan,” Critical Miss 8 (Summer
2002); http://www.criticalmiss.com/issue8/jonnysactionplan2.html.
Site is available
at http://baddragon2.tripod.com/dragons.html
Darlington, “A
History of Roleplaying, ” PTGPTB 8 (March
2002), p. 12.
A
reasonably comprehensive study of jargon and slang among
gamers is available in the essay “Folkspeech by Role Playing
Gamers." (http://www.upl.cs.wisc.edu/~woodelf/mystuff/essays/RPGlingo.html).
Pellino, “Shame
of the Game,” p. 6.
Darlington, “History.
Paul Hodkison, Goth:
Identity Style and Subculture (Oxford: Berg Publications,
2002), pp. 36, 44-46, 113, 166.
While
Dancey (“Adventure
Game Industry”) argues that women gamers represent
20% of the market share, Foster contends that her
research indicates that Dancy’s numbers are flawed
by his ignoring statistical data regarding women over
35. Foster instead claims that when women aged
above 35 and under 15 years of age are taken into consideration
the market share of female gamers based on the same survey
results is 37.5% (Kyna Foster, “Dungeons, Dragons
and Gender: Role-playing Games and the Participation
of Women, ”paper presented at the 42nd annual
meeting of the western social sciences Association
in Washington D.C April 26th 2000, p. 13). http://www.ac.wwu.edu/~anthclub/studentwork/KynaFoster.htm accessed
may 27, 2003..
D.
Waldron, “Ecofeminism
and the reconstruction of the Burning Times,” Intercultural
Studies 6. (August 2003): 36-52.
Kyna
Foster, “Dungeons,
Dragons and Gender: Role-playing Games and the Participation
of Women,” paper presented at the 42nd Annual
Meeting of the Western Social Sciences Association
in Washington DC, April 26, 2000; http://www.ac.wwu.edu/~anthclub/studentwork/KynaFoster.htm .
A useful analytical
tool in evaluating the role of counter-cultural symbolism
in identity formation among gamers is presented in Matt
Hills' Fan Cultures, in which he argues that
in fan-based culture, toy characters act as a mechanism
for fluid objectification and self-identification. Whereas
traditional masculine “heroic” identities
are central to the narrative structures of traditional
science fiction and fantasy, he argues they are unable
to retain centrality in play outside of the immediate
text in terms of identity formation. Outsider identities,
however, allow for a greater development of “object-relational
interpellation” which creates a greater potential
for subjectivity in terms of identity formation and
self creation by the participant outside of narratives
of compliance to traditional patterns of authority
and identity created by the masculine and hierarchical
hero-narrative (Hills, Fan Cultures [London:
Routledge. 2002]). On
another note, Horror writer and professional film
critic Feo Amante makes some insightful, if hyperbolic,
comments regarding the close parallels between the representations
of vampire and werewolf horror and the experience of
alienated youth in American secondary schools ,especially
as represented in Vampire: The Masquerade and
in vampire related action films such as “Underworld” (http://www.feoamante.com/Movies/Vampires/under_world.html).
D.
Waldron, "Ecofeminism
and the Reconstruction of the Burning Times,” Intercultural
Studies 6 (August 2003).
Foster, “Gender.”