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Dungeons & Dragons leads players to Satanism and suicide

From bullshitopedia
Dungeons & Dragons leads players to Satanism and suicide
FALSE
"The fantasy role-playing game Dungeons & Dragons draws young players into the occult, witchcraft and Satanism, and has caused suicides and murders."
Domain Culture, Religion & Society
Tactic Conspiracy Theory
Statistical & Evidentiary Distortion
Era Historical
First seen 1979
Origin Media coverage of the 1979 disappearance of Michigan State University student James Dallas Egbert III, followed by campaigns in the 1980s by the group Bothered About Dungeons & Dragons (BADD) and some evangelical ministries
Last reviewed 2026-10-27
Further reading: books on Culture, Religion & Society

The claim that Dungeons & Dragons leads players to Satanism and suicide was a central theme of the 1980s "satanic panic." The game, first published in 1974, involves players creating characters and telling a collaborative story, guided by a referee called the Dungeon Master. In 1979, a private investigator suggested that a missing university student might have become lost in steam tunnels while playing a live version of the game; in fact, the student had left for personal reasons. In 1982, after her son died by suicide, Patricia Pulling founded Bothered About Dungeons & Dragons, which blamed the game for deaths. Researchers and health authorities found no evidence that the game caused suicide or criminal behavior. Studies found that suicide rates among players were not higher than among the general population.

What the evidence shows

  • Egbert case. Investigator William Dear initially speculated about the game's role in Egbert's disappearance, generating national news. Dear later wrote that the game had nothing to do with it.
  • Research. Studies in the 1980s and 1990s found no link between the game and suicide, and found that players were psychologically similar to non-players.
  • Campaigns. BADD and some ministries distributed materials describing the game as occult training. Some publications, such as a Chick tract, depicted the game leading to suicide.
  • Responses. The game's publisher removed some demon and devil references from later editions, partly in response to criticism.
  • Rehabilitation. Dungeons & Dragons later became widely celebrated, and research has explored its benefits for creativity and social skills.

Why it persists

The game was unfamiliar to many parents and used fantasy imagery including demons and magic. When tragedies occurred, the game offered an easy explanation. Media coverage amplified individual cases without context.

Lessons for readers

  • A common activity among people who die by suicide is not necessarily a cause.
  • Grief and fear can drive campaigns that blame unfamiliar culture.
  • Compare rates among participants with the general population.
  • Moral panics often target new forms of youth entertainment.

This entry concerns a sensitive topic. If you or someone you know is struggling, please reach out to a local crisis line or a trusted person.

See also

Sources

  • Joseph P. Laycock, Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds (University of California Press, 2015).
  • William Dear, The Dungeon Master: The Disappearance of James Dallas Egbert III (Houghton Mifflin, 1984).