Cultic Studies Journal, Vol. 12, No. 2, 1995, page 19
Personality, Belief in the Paranormal, and
Involvement with Satanic Practices Among
Young Adult Males: Dabblers Versus Gamers
Stuart M. Leeds, M.A.
Prospect Heights, Illinois
Abstract
This study examined the relationship between fantasy role-playing games, such as
Dungeons &Dragons, and satanic practices. Anonymous questionnaires, completed
by 217 adult male subjects, were categorized into noninvolvement (control n=125),
fantasy role-playing gamers (n=‟66), and satanic dabbler groups (n=26). Subjects
were measured for personality dimensions of psychoticism, extraversion, and
neuroticism using the Eysenck Personality Questionnaire (EPQ-R) for beliefs in
paranormal phenomena using the Belief in the Paranormal Scale (BPS) and for
involvement in gaming and satanic practices using the Satanic and Fantasy
Envelopment (SAFE) survey. A series of one-way ANOVA and Pearson correlations
revealed that fantasy gamers are different from satanic dabblers in major
personality characteristics, paranormal beliefs, and interest in satanic practices. The
satanic dabblers were significantly higher on psychoticism, introversion, and belief
in the paranormal. The evidence is not consistent with the hypothesis that fantasy
role-playing games are precursors to satanic practices.
Some parents have become concerned and a number of media reports have claimed that
individuals who participate in fantasy role-playing games, such as Dungeons &Dragons, are
highly susceptible to beliefs in the paranormal and involvement in satanic practices (Evans,
1991). These games are said to have direct links to satanic crimes, rituals, and suicide, with
explicit mention in the media that fantasy role-playing games are soft induction techniques
that seduce America‟s teens into satanic practice (Larson, 1989 Hicks, 1991). Such
allegations have yet to be supported by empirical research (Richardson, Best, &Bromley,
1991).
Scientific research on fantasy role-playing games and their effects on personality is minimal,
even though it appears that the popularity of both fantasy role-playing games and satanic
involvement is high enough to get attention from mental health professionals (Langone &
Blood, 1990). Several empirical studies found no significant differences between gamers
and nongamers, but more research is necessary (Carroll &Carolin, 1989 DeRenard &Kline,
1990 Simon, 1987). Although belief in paranormal phenomena does not necessarily imply
satanic involvement, there may be a correlation with regard to personality types (Wheeler,
Wood, &Hatch, 1988). This study will investigate the possible relationship between the
personality types and paranormal beliefs of fantasy role-playing gamers and those of
individuals involved in satanic practices.
Fantasy Role-Playing Games
A fantasy role-playing game is defined as “any game which allows a number of players to
assume the roles of imaginary characters and operate with some degree of freedom in an
imaginary environment” (Lortz, 1979, p. 36). Players devise their own fantasy game
persona, with the game master acting as narrator, game creator, and referee. The structure
of the game is quite complex and does not involve a board or any specific props, but is
played orally and without physically acting (Zayas &Lewis, 1986).
Personality, Belief in the Paranormal, and
Involvement with Satanic Practices Among
Young Adult Males: Dabblers Versus Gamers
Stuart M. Leeds, M.A.
Prospect Heights, Illinois
Abstract
This study examined the relationship between fantasy role-playing games, such as
Dungeons &Dragons, and satanic practices. Anonymous questionnaires, completed
by 217 adult male subjects, were categorized into noninvolvement (control n=125),
fantasy role-playing gamers (n=‟66), and satanic dabbler groups (n=26). Subjects
were measured for personality dimensions of psychoticism, extraversion, and
neuroticism using the Eysenck Personality Questionnaire (EPQ-R) for beliefs in
paranormal phenomena using the Belief in the Paranormal Scale (BPS) and for
involvement in gaming and satanic practices using the Satanic and Fantasy
Envelopment (SAFE) survey. A series of one-way ANOVA and Pearson correlations
revealed that fantasy gamers are different from satanic dabblers in major
personality characteristics, paranormal beliefs, and interest in satanic practices. The
satanic dabblers were significantly higher on psychoticism, introversion, and belief
in the paranormal. The evidence is not consistent with the hypothesis that fantasy
role-playing games are precursors to satanic practices.
Some parents have become concerned and a number of media reports have claimed that
individuals who participate in fantasy role-playing games, such as Dungeons &Dragons, are
highly susceptible to beliefs in the paranormal and involvement in satanic practices (Evans,
1991). These games are said to have direct links to satanic crimes, rituals, and suicide, with
explicit mention in the media that fantasy role-playing games are soft induction techniques
that seduce America‟s teens into satanic practice (Larson, 1989 Hicks, 1991). Such
allegations have yet to be supported by empirical research (Richardson, Best, &Bromley,
1991).
Scientific research on fantasy role-playing games and their effects on personality is minimal,
even though it appears that the popularity of both fantasy role-playing games and satanic
involvement is high enough to get attention from mental health professionals (Langone &
Blood, 1990). Several empirical studies found no significant differences between gamers
and nongamers, but more research is necessary (Carroll &Carolin, 1989 DeRenard &Kline,
1990 Simon, 1987). Although belief in paranormal phenomena does not necessarily imply
satanic involvement, there may be a correlation with regard to personality types (Wheeler,
Wood, &Hatch, 1988). This study will investigate the possible relationship between the
personality types and paranormal beliefs of fantasy role-playing gamers and those of
individuals involved in satanic practices.
Fantasy Role-Playing Games
A fantasy role-playing game is defined as “any game which allows a number of players to
assume the roles of imaginary characters and operate with some degree of freedom in an
imaginary environment” (Lortz, 1979, p. 36). Players devise their own fantasy game
persona, with the game master acting as narrator, game creator, and referee. The structure
of the game is quite complex and does not involve a board or any specific props, but is
played orally and without physically acting (Zayas &Lewis, 1986).


























































