Abstract
Dungeons & Dragons (D&D), the iconic tabletop role-playing game released in 1974, sparked controversy from its early inception. This article examines the emergence of moral panic around D&D, particularly in the United States and Canada during the early 1980s. It explores how concerned groups, such as Bothered Against Dungeons & Dragons, portrayed the game as a corrupting influence on American youth. Focusing on the spread of panic into Canada, this article investigates the role of American media in shaping Canadian perceptions. This study highlights questions about transnational cultural influence and the impact of media on societal norms. Was the moral panic primarily a result of American cultural influence, or was there tangible evidence linking D&D to real-world violence in Canada? Through analysis of media representation and cultural discourse, this article seeks to shed light on these complex dynamics and to highlight moments of youth resistance to narratives of moral panic.
On November 4th, 1984, fear gripped the modest township of Orangeville, Ontario after the devastating discovery of 11-year-old Daniel Babineau and his 9-year-old sister Monique Babineau, behind St. Peter Separate School (Keller, 2009; Stefaniuk, 1984; Strauss, 1984). The Babineau children had been tragically murdered and news spread quickly throughout the town of 14,000 and beyond, across Canada, making national headlines. Understandably, the Township of Orangeville ground to a halt as Ontario Provincial Police (OPP), local Orangeville deputies, and eager volunteers undertook an exhaustive investigation to find evidence and to identify the perpetrator. The investigation yielded results quickly as the perpetrator's identity was discovered on November 12th; however, when the perpetrator was identified as a 13-year-old acquaintance of Daniel Babineau, there was little to no relief within the small community (Strauss, 1984; “Young Offender Acts”, 1984). Instead, police, community members, and the Babineau family demanded answers: what could have possibly driven a 13-year-old child to act in such a calculated and violent manner? After two extensive police interviews and a psychological evaluation, the motive behind the attacks began to take shape (Stefaniuk, 1985). Indeed, the police and parents focused on one aspect of the teen's confession. On the morning of the day in question, he had spent time trying to carve a sword for his involvement in the fantasy role-playing game Dungeons and Dragons (D&D), but he accidentally broke his creation, which threw him into a fit of rage (Claridge, 1985).
In response to this discovery, a media storm ensued and engulfed the town. Orangeville found itself at the center of an international news story warning of the dangers of D&D for Canadian youth
This article is split into three sections which will analyze the Canadian Orangeville tragedy as part of a far-reaching moral panic in response to the popularization of the fantasy role-playing game, D&D. By way of context, the article will begin by tracing the initial anxiety concerning D&D to the United States in 1982 with the suicide of Irving “Bink” Pulling—which drove concerned parents, teachers, and police authorities to decry D&D as a morally corrupt activity. This article will then argue that the fear and apprehension surrounding D&D in Canada was fueled by American advocacy groups, such as Bothered Against Dungeons and Dragons (BADD), who used their media connections and platforms to educate and warn Canadians of the occult nature of the game. Following the Orangeville tragedy, the Canadian media capitalized on the public's latent fears of the rising threat of witchcraft, demonic activity, and teen violence that had trickled into Canada from the United States and provided a new target for American moral reformers to spread awareness of what they perceived as a threat to North American youth.
The third section of this article analyzes how Canadian youth utilized newspapers, official gaming magazines, and fan magazines to refute and resist the growing narrative of D&D as a deviant hobby. In the pages of these newspapers and magazines, young Canadians not only forged a community of letters across Canada defending their game, but they also found a chorus of support from fans in the United States, the United Kingdom, and Australia through a shared commiseration over the vilification of their treasured hobby. Consequently, Canadian youth became meaningful contributors to these international communities, offering strategies and approaches to reconfigure the image of D&D through the creation of their own advocacy groups. The spread of the
Literature Review and Methodology
The fear mongering and media maelstrom that followed D&D over this period is best categorized as what sociologist Stanley Cohen termed a moral panic. Broadly defined, a moral panic is a “condition, episode, person or group of persons [which] become defined as a threat to societal values and interests; its nature is presented in a stylized and stereotypical fashion by the mass media” (Cohen, 1972). Cohen argues that moral panics are often spurred on by “moral entrepreneurs” or “rule creators” who launch moral crusades which, sometimes, develop into moral panics. Cohen continues by stating that moral panics disproportionately portray a social threat as much more dangerous than reality and are often volatile and short-lived. The theory of moral panics has since been expounded upon by many scholars. For example, the work of Erich Goode and Nachman Ben-Yehuda (1994) analyze the origins of moral panics to illustrate how many different social actors—such as members of the media, religious leaders, police, and government officials—all partake in the creation and escalation of a moral panic. Goode and Ben-Yehuda argue that it is difficult, if not impossible, to determine the motivations behind a moral crusader's actions, and though “activists may sincerely believe that their efforts will advance a noble cause…[this] almost inevitably entails advancing the status and material interests of the group who believes in it” (Goode & Ben-Yehuda, 1994). In the case of the D&D panic, it is clear that the perceptions of religious advocacy groups spawned from a legitimate fear for the safety of Christian families and the well-being of youth; however, these groups worked to protect their own view of morality and reality and to foist their perceived safety measures on society at large.
More recently, the scholarship of moral panics has examined the relationship between youth and media as the two central engines driving panic. Specifically, sociologists Angela McRobbie and Sarah Thornton (1995) argue that in the 1980s and 1990s, media became more fragmented and splintered into many different communities. As mass media became more diverse in its reach and as new systems of media consumption, such as newspapers, magazines, television shows, and radio shows, began to offer more diverse media options to audiences and subcultures, moral panics became more fluid, having almost no “definite beginnings and ends” as the mass media's message became more disjointed. Scholars contend that with the proliferation of new media and entertainment platforms, there emerged a pressing need among police officers, teachers, and concerned citizens for enhanced educational resources to safeguard children and adolescents from exposure to potentially mature content prevalent in these mediums. In this way, mass media heightened the vulnerability of youth (Holloway & Valentine, 2003; Krinsky, 2008). At the same time, Thornton and McRobbie argued that “unlike outcasts of the past, who had to define themselves mostly in reaction to overwhelming mass media attacks,” Canadian youth could now turn to niche forms of media to maintain, retain, and protect their social identities and hobbies from attacks made by moral entrepreneurs using mass media.
Therefore, this article examines moral panic surrounding D&D in North American discourse from 1982 to 1985. This analysis links an American movement concerning D&D that began in 1982 to an episode of moral panic in Canada which occurred in the Fall of 1984 and disappeared from the press cycle by the Summer of 1985. This approach will provide a better understanding of the international reach of moralizing movements and illustrate the direct involvement of American moral entrepreneurs in curating an episode of moral panic in Canada. Therefore, the moral panic paradigm is an analytical device focused on the movement of social discourse and mechanics of power in society. As sociologist Chas Critcher states, moral panics deal with the production of power, “specifically who has the capacity to define a social problem and prescribe appropriate action” (Critcher, 2006). American moral entrepreneurs used their platforms and position as accredited experts to fuel this fear through Canadian newspapers, on Canadian talk shows, and in Canadian courtrooms. However, the influence of American experts in Canada was not absolute. Many Canadians who were affected most by this panic, teenagers and young adults who were dedicated fans of D&D, retaliated through the mainstream press, and published in niche hobby magazines to protect their social identity and to push back against the narrative of panic. In these moments of resistance, we catch a glimpse of young people challenging the label of “deviant” and working to educate Canadians on the collaborative, co-operative, and positive nature of D&D's recreational creativity. As a case study, this paper illuminates the transnational movement of media in the curation of moral panics. Building upon the work of Thornton and McRobbie, the dual nature of media is revealed. In this case, media is a tool used by moral entrepreneurs to shape the moral order of Canadians and simultaneously, a tool used in niche media by teenagers and young adults to shield themselves from the moral label of “deviant” and ultimately, to fight for the right to curate their own social identity.
To illustrate the scale of the media response to the Orangeville tragedy and the subsequent D&D panic in Canada, this article will consult major newspapers from across Canada. It should be noted that some of these newspapers only printed one or two articles on the panic, while influential provincial newspapers, such as
To gauge the reception of individual Canadian's opinions on the public denigration of D&D, fan-based letters to the editor's sections of Canadian newspapers, such as
Historical Background of the D&D Panic in the United States
D&D is a fantasy-based role-playing game created by Gary Gygax and David Arnelson, two avid tabletop gamers hailing from Wisconsin who brought together their two independent projects,
To better understand how this game became vilified, we must first turn to larger cultural reactions to new patterns of leisure and recreation of the 1980s that engaged a young audience. The 1980s were marked by moral panics and the creation of advocacy groups geared towards informing children about the implicit dangers and satanic undercurrents of heavy metal music to inform the public of violence in television programs and media. It is with this backdrop that Irving “Bink” Pulling took his own life in 1982—which drove his mother, Patricia Pulling, to find other parents whose children had been negatively affected by D&D. Pulling became very close with Pat and Mary Dempsey who had lost their son to suicide in 1981 and who firmly believed that his death was a result of his deep obsession with D&D (Laycock, 2015). Pulling and the Dempsey's also found an ally in Dr. Thomas Edward Radecki, a psychiatrist and founding member of the National Coalition on Television Violence (NCTV). Radecki founded NCTV in 1980 and released publications that tallied the violent behavior of television characters and offered ratings of violence to television shows (Zimmer, 1985). The NCTV newsletters were widely distributed and shared between many newsrooms and outlets; ideally, they were intended to be used by parents to ensure their children avoided violent television programs (Zimmer, 1985).
In the early 1980s, Pulling, the Dempsey's and Radecki came together and formed BADD—a public advocacy group that began to disseminate information on the dangers of D&D throughout the United States. BADD's objectives and agenda were clearly stated through newspaper interviews and in their pamphlet, “Dungeons and Dragons: Witchcraft, Suicide, Violence” (Dempsey et al., 1985) which circulated throughout the United States in the 1980s. As detailed in the introduction of this pamphlet, BADD's aim was to illustrate “the negative aspects and direction of the [D&D] books” (Dempsey et al., 1985). According to BADD, the rulebooks were religious guidebooks which functioned to slowly inculcate youth with “occult forms of religion” and provided children with instructions to cast dangerous spells, which encouraged them to abandon traditional religious pursuits (Dempsey et al., 1985). The pamphlets instructed that they were designed to be read by authority figures, such as pastors, police, parents and “to save educators and librarians hours of research and for them to reach a commonsense decision” (Dempsey et al., 1985). That is, to ban the play of D&D on the premises of school and libraries. Most problematic was BADD's reckless use of statistics and figures to demonstrate the severity of the D&D epidemic that gripped America. The distortion of reality using fake facts was a common practice among moral entrepreneurs who attempted to drum up sympathy for their cause by overblowing the negative side effects (Best, 1987). For instance, the pamphlet included lists of children who had lost their lives and attributed their deaths to D&D, stating that they had been “forced” to take their own lives through curses or spells and published many statistics of teen suicides throughout the United States without providing any identifiable sources. The pamphlet concludes with BADD's overarching agenda, which purported to bring the public's attention to the advent of “the teen suicide era…The healthy growth and development of our children is being hindered by violent fantasy role-playing games, rock music, pornographic literature, violent movies and lastly—violent videos” (Dempsey et al., 1985).
The secondary objective of BADD was to pressure TSR—the company that published D&D rulebooks and miniatures—to affix warning labels to their gaming products. Members of BADD felt this approach to censorship was generous, stating that they “never asked for the game to be banned from the market…we [only] want warning labels” (Bowles, 1985). BADD pushed this agenda through guest appearances on radio stations and, with the psychiatric accreditation and credibility supplied by Dr. Radecki, BADD began to find larger media platforms and more public support. For example, Pulling and Dr. Radecki made television appearances on many popular talk shows, such as
BADD's media campaign to villainize
Throughout the 1980s and early 1990s, BADD's influence also extended into the courtroom. There were more than a dozen instances of D&D being employed as part of the legal counsel's defense—in both the United States and Canada (Missouri v. Molitor, 1987; Sellers v. State, 1991). In these cases, the defendant, often a young adult accused of a violent crime, had a tenuous connection to D&D. Following this discovery, legal counsel would utilize members of BADD as expert witnesses to speak to the insidious dangers and corrupting nature of D&D
A BADD Influence on Canadian Society?
While the anxiety concerning D&D had been mounting in the United States since 1982, there was very little discussion of the fantasy role-playing game by Canadians and Canadian media until the Orangeville tragedy in 1984. Most representations of D&D in Canadian newspapers from 1980 until 1984 were simply reprints of events from the United States. For example, Canadian papers reprinted news of the 1982 suicide of Irving Pulling as BADD's media campaign began to pick up steam in the United States (“Suicide Blamed on Game Curse”, 1983). Some Canadian newspapers provided a bit more of a discussion surrounding the spike in suicides and violence associated with D&D before 1984
Following the 1984 Orangeville tragedy, however, a press explosion occurred which swelled throughout 1985 in multiple Canadian newspapers and even spawned a long-running press series curated by the
While American anti-D&D advocacy groups were referenced in print by Canadian journalists, these American moral entrepreneurs and self-proclaimed experts also appeared in televised platforms of Canadian media to disseminate the dangers of D&D. Perhaps the most telling strategy of BADD's active participation in the Canadian D&D panic was their direct involvement in the Orangeville court case, with Dr. Thomas Radecki acting as an expert witness during the Orangeville murder trial. According to court reporters, Dr. Radecki was called upon as an expert witness because he possessed an extensive history of providing psychiatric advice concerning D&D, having previously testified in nine murder cases in the United States (Keller, 2009). During the Orangeville murder trial, Dr. Radecki argued that these murder cases often followed a pattern, “in each case, an adolescent or young adult, who had become heavily immersed in violent fantasies from their intense diet of violent entertainment, had gone out and committed one or more gruesome murders, often with likeminded accomplices” (Keller, 2009). On the other hand, the Canadian expert witness, in the Orangeville trial, Clive Chamberlain, the clinical director of the Thistletown Regional Centre in Oakville, stated that “the boy has a rigid tightly controlled personality with “extreme separation” between feeling and thinking” (“Boy, 14, Couldn’t Understand,” 1985). Chamberlain was convinced that the teenager was obsessed with controlling himself and others and that this urge to control the world around him may have led to his fascination with D&D. With that said, Chamberlain seemed more hesitant to place the blame on D&D; instead, he pointed to undiagnosed schizophrenia as the sole cause for the teenager's motives (“Boy, 14, Couldn’t Understand,” 1985). It is impossible to determine how much sway Dr. Radecki's testimony had in the Orangeville murder trial—especially as it did not directly align with the testimony of Canadian psychiatrists. However, the very presence of Dr. Radecki as an expert witness in a prominent Canadian murder trial speaks to the success of BADD's media campaign against D&D and, more importantly, illustrates BADD's ability to build enough credibility to successfully posture as a moral compass in both the United States and Canada.
Members of BADD made guest appearances in many different forums of Canadian media, offering their pseudo-expert testimony concerning D&D on several Canadian television shows. The most prominent and popular of these shows was the CBC's
While this mini documentary did shine light on both sides of the controversy surrounding the game, the tone was overly cautious. Indeed, the documentary made it clear that the media may have been a bit overblown concerning the dangers of the tabletop game; however, there was still some hesitation concerning the rise of D&D as a healthy leisure activity for youth
The Impact of the Dungeons & Dragon Panic in Canada
In many ways, the media fallout from the Orangeville murders mirrored the development of BADD's media campaign in the United States. In the aftermath of the Orangeville murders and the loss of the Babineau children, the Dufferin County School Board banned D&D from all affiliated schools (Kim Zarzour, 1985). Around the same time, the Naismith school in Almonte, Ontario and Caldwell Street school in Carleton Place, Ontario also banned the game on their premises. These school bans continued to cascade through schools across Ontario as large district school boards began to ban D&D throughout all their affiliated schools, such as Lanark County School Board in Perth, Ontario and the Lakehead District Roman Catholic Separate School Board in Thunder Bay, Ontario (Judith Banville, 1984; Violent Society, 1985). The most widespread bans came from the York Region School Board and the Metropolitan Separate School Board in Toronto, Ontario which banned D&D throughout their affiliated schools as well. The reasoning was simple, parents had been reading and watching the coverage on
Many Canadian students felt wronged by these school bans. In the eyes of Canadian students, the D&D panic was overblown, and, specifically, it was overblown by American media (“Students Win Right to Play”, 1985). Following the York Region School Board banning of D&D, students from Newmarket Secondary School attended a York Region School Board meeting and argued that the game was safe and that club members understood a clear boundary between fantasy and reality. In the words of one of the students, “we leave the game and go on with our regular lives and forget about it until we meet again…we don’t go out and commit acts of violence” (“Students Win Right to Play”, 1985). After hearing the students’ defense of the game, the York Region School Board agreed to lift the ban on D&D
Canadian Youth Resistance in the World of Newspapers and Magazines
While some Canadian youth combated the media campaign emboldened by BADD through directly repealing bans in school board meetings, most Canadians took to local newspapers and official D&D magazines to protest the unfair treatment of their favorite hobby. Resistance in the form of letters and opinion columns may seem diffuse and not constitutive of a community, but in the pages of these magazines and newspapers, young Canadians were able to freely express their identity and mount a defense of their hobby amongst an understanding subculture. More importantly, these spaces often allowed more leniency in venting their frustrations—as contributors were among fans and peers. Through an analysis of these materials, it also becomes clear that young Canadian fans were aware of the challenges in creating these sprawling communities of letters, but forged ahead as the need to carve out a space for their treasured hobby and a group identity was important to them. For example, in the independently fan-run magazine
This community of letters took form as individual Canadians took to the “Letters to the Editor” section of their local newspaper to contest the mass media's assault on D&D while others contributed to D&D magazines circulating throughout the United States and Canada. In the letters to local Canadian newspapers, Canadians rejected the narrative that D&D was morally damaging; in fact, commentators wrote about the social benefits of the tabletop role-playing game. However, pushback to letters promoting D&D in Canadian newspapers was not in short supply. Three major Canadian papers,
Despite ambivalent social perceptions of D&D's popularity, most contributions to the “Letters to the Editor” sections implored the Canadian public to take a step back from media hyperbole and take time to play D&D themselves to ensure that it was not dangerous. Other contributors attempted to defuse the panic surrounding the table-top roleplaying game by describing characteristics of the average player and the role-playing rules which determine how the game is played. For instance, a doctor working at the Toronto Sunny Brook hospital argued that he knew many colleagues and “bright, interesting young people” who played the game and led successful professional careers. The letter concluded by admonishing the Canadian media for publishing statements from “professionals who toss out personal biases as scientific statements, without any cogent facts to back them up” (“Blaming the Game Misses the Point”, 1985). The most common argument against the banning of
For the most part, these letters worked to rehabilitate the image of D&D in the eyes of the public in simpler terms. However, in the pages of the official
In the pages of fanzines, unfettered by mainstream publishing regulation, fans took a less philosophical approach to the demonization of their hobby. For instance, fans actively mobilized readers of fanzines, such as
Conclusion
The D&D panic had a short shelf-life in Canada. Once the year-long media frenzy following the Orangeville murders in 1984 began to wind down, there was barely any subsequent mention of the tabletop role-playing game in Canadian media. On the other hand, the United States continued to report on D&D's controversy about connection to violence and satanism—as demonstrated by prolonged media focus and the roleplaying game being used as a defense in court cases well into the late 1990s (Laycock, 2015). However, this glimpse of panic surrounding an imaginative leisure activity for youth culture is important to examine for several reasons. First, by modifying the scope of the study to include Canada, it is abundantly clear that anxiety surrounding D&D was clearly more far-reaching than previously realized. Indeed, the panic concerning the tabletop role-playing game spread internationally and reached as far as the United Kingdom and Australia.
The manifestation of the D&D panic in Canada also functions as a relevant case study which fosters a deeper understanding of how advocacy groups utilize their social power and authority to facilitate the spread of moral panics across national borders, highlighting the importance of media in the rise of moral panics. The Canadian panic surrounding D&D illustrates that geographic proximity to America and a strong American media focus alone were not enough to incite a moral panic in Canada; instead, an event that mirrors the warning signs provided by moral entrepreneurs in the host country is required to legitimize the leap from national to international debate. As demonstrated above, the Canadian populace was inundated with reports of the dangers surrounding D&D, yet there was no public outcry to ban the sale of the game in stores or to ban the game on the premises of schools. Canadians did not completely ignore this trickle of news decrying the roleplaying game. The threat of D&D had been established in the landscape of their minds—even if only as an American problem. However, on November 4, 1984, this distant threat was reified on Canadian soil. The tragic Orangeville murders confirmed the American warnings that BADD had been circulating and emboldened the advocacy group with a new level of authority in Canada—an authority they used to instruct the Canadian public on the moral dangers of D&D
Footnotes
Declaration of Conflicting Interests
The author(s) declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Funding
The author(s) received no financial support for the research, authorship, and/or publication of this article.
