lol…tell me you’re not using a MOVIE as evidence. I guess we should take “The Money Pit” to heart and not buy an old house for fear of the ghosts. Or as “2001” points out, we’d better be careful exploring Jupiter, what with all them pesky monoliths floating around.
I can assure you all that there is no psychological research WHATSOEVER to indicate there is any psychological harm associated with D&D. But, hey, don’t take MY word for it:
Abstracts:
Carter & Lester (1998): 20 men who played Dungeons and Dragons did not differ in mean scores on depression, suicidal ideation, psychoticism, extraversion, or neuroticism from unselected undergraduates.
Leeds (1995): Examined the relationship between fantasy role-playing games (e.g., Dungeons & Dragons) and satanic practices. 217 men completed questionnaires and were categorized as 66 fantasy role-playing gamers, 26 satanic dabblers, and 125 noninvolved controls. All Ss were measured for personality dimensions of psychoticism, extraversion, and neuroticism using the Eysenck Personality Questionnaire (EPQ)-Revised; for beliefs in paranormal phenomena using the Belief in the Paranormal Scale; and for involvement in gaming and satanic practices using the Satanic and Fantasy Envelopment survey. Data revealed that fantasy gamers were different from satanic dabblers in major personality characteristics, paranormal beliefs, and interest in satanic practices. Satanic dabblers were significantly higher on psychoticism, introversion, and belief in the paranormal. Evidence is not consistent with the hypothesis that fantasy role-playing games are precursors to satanic practices.
Simon (1987): Administered the Sixteen Personality Factor Questionnaire (16PF) to 26 younger (aged 15-29 yrs) and 42 older (aged 20-25 yrs) players of a game that involves extensive fantasy role playing and that has been blamed for causing and promoting suicidal and homicidal behavior. A Pearson correlation showed no relationship between years of playing the game and Ss’ emotional stability (as measured by Factor C of the 16PF). The group as a whole showed a mundane profile devoid of the emotional instability associated with suicide and homicide.
Zayas and Lewis (1986)…actually used it in therapy:
Utilized a fantasy role-playing game, Dungeons and Dragons, in a group of 8 boys (aged 8-9 yrs) to foster adaptive social interaction. Ss were identified as having problems in interpersonal relations, tendencies to act out, and mild to moderate hyperactivity. The game posed dilemmas and tasks that called for various aspects of mutual aid in the group. Theoretical background, a description of the game, and case material are provided. Opportunities in the game for worker interventions and group mutual aid are discussed. The game is evaluated according to the functions of program activity described in the social group work literature.