Fantasy Role Games

Topics: Role-playing game, Dungeons & Dragons, Wargaming Pages: 14 (4557 words) Published: January 29, 2013
“Fantasy Role Playing Games” explores two intents; (1) to delineate the hypothesis which was the correlation between violence and aggressive behavior to fantasy role playing games and (2) to understand the impact these games have on players’ lives. The hypothesis was tested on the game Dungeons and Dragons while also referencing more modern day games such as World of Warcraft. The scope also extends to the profile of participants initially marketed to be between ten to eighteen years old but also includes on average up to the age of twenty one. Also, possible symptoms of obsessive involvement which include loss of interest in other activities and speaking in riddles were mentioned. An in depth description of these non-physical, mind control games is also presented. The method: dissemination of a questionnaire to one thousand people, built upon existing data from the Founder of Bothered About Dungeons and Dragons (B.A.D.D.), Pat Pulling. This provided useful information on the game and player characteristics. The questionnaire was structured to better understand the psychographics of players and their personal backgrounds. Fixed response categories were mostly utilized in the questions and the ultimate purpose was not revealed to the respondents. The conclusion was two-fold, such that though the nature of the respondents were not generally violent, the basis of the fantasy games were built upon violent acts, this then made the players more inclined to accept violent behavior as a norm.


In these days, many people’s lives have become fast-paced and stressful because sometimes life is just too much to take. The real world of bills, school, bullies and even the monotony of responsibility can make an individual want to escape the real world and enter a world of fantasy where they can set aside their troubles and become someone else. But is there such a place? For many this escapist sanctuary is fantasy role playing games where one can strap on armor, wield razor sharp double edged swords and battle menacing orcs. This fantasy world is oftentimes the remedy to a stressful life for many. However it isn’t just those who are stressed that engage in fantasy role playing games. We have seen that a higher quality of life has evolved in many segments of the population bringing a desire for more leisurely and recreational activity than ever before. For some individuals fantasy role playing games have taken on an even greater significance in both their personal and professional lives. Entering this world of fantasy is seemingly harmless until players forget that it is just fantasy and then either totally invests their lives into the game or try to assimilate the game into real life. In many chronic cases the effects of these games have negatively influenced many lives both directly and indirectly. The research in the following pages was set forth with the hope of understanding the relationships involved in by those who play fantasy role playing games and how these games affect their lives. The research was approached in two ways, first; a survey conducted on the well established game Dungeons and Dragons (D&D) and then further insight into the realm of fantasy gaming by looking at more modern days games such as World of Warcraft. History of Dungeon and Dragons

Dungeons and Dragons is not just any fantasy role playing game, it was the first one ever made. It was started in 1974 by Gary Gygax and Dave Oliver, two Midwestern men who developed the game out of war gaming using table-top miniatures. This game, which grew into an instant success, was the ground-breaking idea which led the way to a new era of films, books and video games. Though the first of its kind at that time, the original theme of Dungeons and Dragons was influenced by mythology and contemporary fantasy authors of the late 60’s and 1970’s. The existence of elves, dwarfs and orcs could easily be compared it to work done by J.R.R Tolken,...
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