As a kid who started playing Dungeons & Dragons in 1979, I remember watching Tom Hanks play a character who goes insane from playing a TTRPG in Mazes and Monsters. This movie was broadcast in 1982, the same year that Surgeon General Dr. C. Everett Koop warned America about the danger of video games. Which I also played. Thanks to the show and the surgeon general, I remember having to convince people I would not go insane from playing D&D or suffer some other mental breakdown from playing Temple of Apshai on a computer. Mazes and Monsters and the surgeon general’s view provide two excellent examples of the panic and culture war over gaming in the 1980s. It was claimed that these games would cause psychological harm.

The TV movie Mazes and Monsters was based on a book of the same name by R. Jaffe. The book was based on factually incorrect newspaper stories about James Dallas Egbert III which speculated about the role of D&D in his disappearance. William Dear, a private investigator who worked on the case, published the Dungeon Master in 1984. This book presented the facts, debunking the claims that D&D was to blame.

Unfortunately, as I found out in the 1980s, many people thought Mazes and Monsters was an accurate account of TTRPGs—even though it was fiction based on inaccurate news stories about a single person. As such, there was a lot going wrong there. While appeals to intuition arguments are often used in philosophy, an argument from fiction is always weak—for the obvious fact that it is fiction. Also, an inference from one example is anecdotal evidence.

As now has become something of a common practice in moral panics and culture war fights, fictional content was presented as proof of danger. As Hicks (1991) noted, psychiatrist and anti-television violence activist Thomas Radecki of the National Coalition on Television Violence used a fictional letter from Mazes and Monsters as “evidence” D&D had killed gamers.

To be fair, when people were concerned about the dangers of D&D (and similar games), sincere worry about potential harm should not be condemned. After all, if it can be shown that something (such as social media usage or pollution) is harmful, then it would be reasonable and good to try to protect people from this harm. The problem was, obviously enough, that this was a moral panic based on unfounded fears about alleged harm. This same tactic is still employed today and relies on fear rather than evidence.

Since the 1980s the effects of TTRPGs has been extensively studied and as Yuliawati, L., Wardhani, P. A. P., & Ng, J. H. (2024) have noted, “From existing literature, TTRPG provides benefits to promote cognitive and psychosocial skills, to prevent negative effects and stress, as well as to intervene in psychological problems such as social anxiety, depressive symptoms, and autism spectrum disorders.” Thus, far from causing psychological harm, TTRPGs are good for people. Anecdotally, this matches my experiences with TTRPGs and the hundreds of gamers I have interreacted with over the years. And that is how gamers eventually won that culture war battle. For now. But what about video games?

As noted above, United States Surgeon General, Dr. C. Everett Koop claimed young people were becoming addicted to video games ”body and soul.” In an excellent example of the “everyone knows” rhetorical tactic, Koop tried to persuade people of the danger of video games by asserting that ”more and more people are beginning to understand” the mental and physical harms of video games. To be fair and balanced, as a former pediatrician, Koop did have credibility as an expert on the health of children. Oddly enough, while he admitted he had no scientific evidence for his claims, he predicted evidence would soon be available. This can be seen as a version of the proof surrogate rhetorical device in that it promises proof will be forthcoming but does not provide it.

To his credit, Dr. Koop later admitted that his view was just his opinion and not based on evidence. The promised evidence never arrived and as noted in my previous essay, it turned out that the video games of the 1980s did us no harm. Although we gamers won that moral panic and culture war, the pattern is repeated: someone will claim, without evidence, that some technology is harmful and then some people will panic. The rational approach is, of course, to consider the evidence. In some cases, the danger will be real, as has been shown with social media in general and the infinite feed in particular. Unfortunately, social media companies have the money and influence to keep harming people as long as doing so is profitable. This does show a basic problem in our society: politicians exploiting moral panics and culture wars over what is harmless or beneficial while they protect those doing real harm. As always, culture war never changes and never ends.

 

 

References

Dear, W. (1984). The dungeon master: The disappearance of James Dallas Egbert III. Houghton Mifflin.

Hicks, Robert D. In Pursuit of Satan: The Police and the Occult Amherst, NY: Prometheus Books, 1991; p. 288

 

Jaffe, R. (1981). Mazes and monsters. Delacorte Press.

Kroplewski, Z. (2025). Impact of participation in role-playing game (RPG) sessions on the perceived level of social anxiety and received social support. Brain Sciences, 15(11), 1158.

Rosenblad, S. R. (2025). Mastering your dragons: Using tabletop role-playing games in therapy. Behavioral Sciences, 15(4), 441.

Surgeon general sees danger in video games. (1982, November 10). The New York Times. https://www.nytimes.com/1982/11/10/us/around-the-nation-surgeon-general-sees-danger-in-video-games.html.

 

Yuliawati, L., Wardhani, P. A. P., & Ng, J. H. (2024). A scoping review of tabletop role-playing game (TTRPG) as psychological intervention: Potential benefits and future directions. Psychology Research and Behavior Management, 17, 2885–2903

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