Bleed in Dungeons & Dragons: A Study on the Impact of Personality Design and Character Similarity

Authors

Keywords:

analog role-playing games, Dungeons & Dragons, bleed, self-development, personality design

Abstract

Recently, Dungeons & Dragons (D&D) has surged in popularity. Particularly during COVID-19, more people started playing D&D, which has been shown to have a positive effect on the players’ wellbeing, underscoring the potential mental health benefits of the game. These effects of role-playing on the players’ real-life mental state can be explained by emotions, behavior and beliefs bleeding from the player into their character and vice versa.

While existing research has explored how physical customization possibilities of game characters can affect players or strengthen the bond between players and their characters, little attention has been paid to how different character personality designs affect the player. Moreover, there is a notable lack of research examining how bleed develops over an extended period of play. This study addresses these gaps by developing and testing a conceptual model for bleed and examining how different designs for D&D characters (similar, dissimilar, idealized self in terms of personality) affect the player over an extended period through a qualitative, exploratory experiment. Novel measures for bleed were developed and tested for this purpose.

Furthermore, a Myers-Briggs-based, gamified personality test was used as a simplified way of operationalizing similarity between a player and their character. Findings indicate that playing a character similar in personality to the player fosters greater bleed-in than bleed-out, while a character representing desired traits evokes both bleed-in and bleed-out. Notably, playing a dissimilar character induces more bleed-out than playing a similar character. This study provides further insights into the complex nature of bleed and paves the way for future research, with the aim of discovering how RPGs like D&D and character creation can be leveraged to impact one’s self-development.

References

Adams, Aubrie Serena. 2013. “Needs Met through Role-playing Games: A Fantasy Theme Analysis of Dungeons & Dragons.” Kaleidoscope: A Graduate Journal of Qualitative Communication Research 12 (6): 69-86.

Banks, Jaime, Nicholas David Bowman, Jih-Hsuan Tammy Lin, Daniel Pietschmann, and Joe A. Wasserman. 2019. “The Common Player-Avatar Interaction Scale (cPAX): Expansion and Cross-Language Validation.” International Journal of Human-Computer Studies 129 (September): 64-73. Link here.

Baños, Rosa María, Cristina Botella, Mariano Alcañiz, Víctor Liaño, Belén Guerrero, and Beatriz Rey. 2004. “Immersion and Emotion: Their Impact on the Sense of Presence.” CyberPsychology & Behavior 7 (6): 734-41. Link here.

Beltrán, Whitney “Strix.” 2012. “Yearning for the Hero Within: Live Action Role-Playing as Engagement with Mythical Archetypes.” In Wyrd Con Companion Book 2012, edited by Sarah Lynne Bowman and Aaron Vanek, 89-96. Wyrd Con.

Biocca, Frank. 1997. “The Cyborg’s Dilemma: Progressive Embodiment in Virtual Environments [1].” Journal of Computer-Mediated Communication 3 (2): 12-16. Link here.

Boss, Emily Care. 2007. “Romance and Gender in Role-playing Games: Too Hot to Handle?” Presentation at Ropecon 2007. Helsinki, Finland. Black and Green Games. Link here.

Bowman, Nicholas David, Mary Beth Oliver, Ryan Rogers, Brett Sherrick, Julia Woolley, and Mun-Young Chung. 2016. “In Control or in Their Shoes? How Character Attachment Differentially Influences Video Game Enjoyment and Appreciation.” Journal of Gaming & Virtual Worlds 8 (1): 83-99. Link here.

Bowman, Sarah Lynne. 2010. The Functions of Role-playing Games: How Participants Create Community, Solve Problems, and Explore Identity. Jefferson, NC: McFarland & Company, Inc.

Bowman, Sarah Lynne. 2012. “Jungian Theory and Role-playing Immersion.” In Immersive Gameplay: Essays on Participatory Media and Role-Playing, edited by Evan Torner and William J. White, 31-51. Jefferson, NC: McFarland & Company, Inc.

Bowman, Sarah Lynne. 2013. “Social Conflict in Role-playing Communities: An Exploratory Qualitative Study.” International Journal of Role-Playing 4: 17-18.

Bowman, Sarah Lynne. 2015. “Bleed: The Spillover Between Player and Character.” Nordiclarp.org, March 2 Link here.

Bowman, Sarah Lynne. 2022. “Bleed.” Encyclopedia of Ludic Terms (Spring 2022 Edition). Eolt.org, April 21. Link here.

Bowman, Sarah Lynne, and Kjell Hedgard Hugaas. 2021. “Magic is Real: How Role-playing Can Transform Our Identities, Our Communities, and Our Lives.” In: Book of Magic: Vibrant Fragments of Larp Practices, edited by Kari Kvittingen Djukastein, Marcus Irgens, Nadja Lipsyc, and Lars Kristian Løveng Sunde, 52-74. Knutepunkt 2021. Link here.

Bowman, Sarah Lynne, and Andreas Lieberoth. 2018. “13: Psychology and Role-playing Games.” In Role-Playing Game Studies: Transmedia Foundations, edited by José P. Zagal and Sebastian Deterding, 235-264. New York: Routledge.

Bowman, Sarah Lynne, and Karen Schrier. 2018. “Players and Their Characters in Role-playing Games.” In Role-Playing Game Studies: Transmedia Foundations, edited by José P. Zagal and Sebastian Deterding, 245-264. New York: Routledge.

Bowman, Sarah Lynne, & Andhe Standiford. 2016. “Enhancing Healthcare Simulations and Beyond: Immersion Theory and Practice.” International Journal of Role-Playing (6): 12-19.

Brown, Steven, Peter Cockett, and Yuan Ye. 2019. “The Neuroscience of Romeo and Juliet: an

fMRI Study of Acting.” Royal Society Open Publishing (March 13). Link here.

Burrell, Shane L. 2023. “DC-“Born Again”: En/De-Roling, Character Identification, & VR Effects.” In 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW): 973-74. Shanghai, China: IEEE. Link here.

Christy, Katheryn R., and Jesse Fox. 2016. “Transportability and Presence as Predictors of Avatar Identification Within Narrative Video Games.” Cyberpsychology, Behavior, and Social Networking 19 (4): 283-87. Link here.

de Winter, Joost CF, Dodou, Dimitra and Wieringa, Peter A. 2009. “Exploratory Factor Analysis with Small Sample Sizes.” Multivariate behavioral research, 44(2):147-181.

de Wit, Jan. 2021. “A Unified Model of Game Design, Through the Lens of User Experience.” In Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems: 1-6.

Deterding, Sebastian. 2017. “Alibis for Adult Play: A Goffmanian Account of Escaping Embarrassment in Adult Play.” Games and Culture 13 (3): 260-279.

Dimas, Joana, Gonçalo Pereira, Pedro A. Santos, Rui Prada, and Ana Paiva. 2011. ““I’m Happy If You Are Happy.”: A Model for Emotional Contagion in Game Characters.” In Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology: 1-7. Lisbon Portugal: ACM. Link here.

Downs, Emily, Nicholas David Bowman, and Jaime Banks. 2019. “A Polythetic Model of Player-avatar Identification: Synthesizing Multiple Mechanisms.” Psychology of Popular Media Culture, 8 (3): 269.

Fritz, Matthew S., and David P. MacKinnon. 2007. “Required Sample Size to Detect the Mediated Effect.” Psychological Science 18 (3): 233-239. Link here.

Giles, David C. 2002. “Parasocial Interaction: A Review of the Literature and a Model for Future Research.” Media Psychology 4 (3): 279-305. Link here.

Green, Melanie C., and Timothy C. Brock. 2000. “The Role of Transportation in the Persuasiveness of Public Narratives.” Journal of Personality and Social Psychology 79 (5): 701-21. Link here.

Gualeni, Stefano, and Daniel Vella. 2020. “En-Roling and De-Roling in Virtual Worlds.” In Virtual Existentialism, by Stefano Gualeni and Daniel Vella: 25-64. Springer International Publishing. Link here.

Harder, Sanne. 2018. “Larp Crush: The What, When and How.” Nordiclarp.org, March 28. Link here.

Hedge, Stephanie. 2021. “Dungeons and Digital Affordances and Dragons: “Extremely Online” TRPGs.” Role-playing Games in the Digital Age: Essays on Transmedia Storytelling, Tabletop RPGs and Fandom, edited by Stephanie Hedge and Jennifer Grouling, 58. McFarland.

Hoffner, Cynthia, and Martha Buchanan. 2005. “‘Young Adults’ Wishful Identification With Television Characters: The Role of Perceived Similarity and Character Attributes.” Media Psychology 7 (4): 325-51. Link here.

Holmes, Jesse, Jing Zhang, Kate Francis, and Rohan Kapitány. 2024. “Identity Fusion between Imaginary Characters and Oneself during Moral Dilemmas: An Examination of Cognitive Quarantine Furing Adult Pretend Play.” Osf.io, Link here.

Hugaas, Kjell Hedgard. 2019. “Investigating Types of Bleed in Larp: Emotional, Procedural, and Memetic.” Nordiclarp.org, January 25. Link here.

Hugaas, Kjell Hedgard. 2024. “Bleed and Identity: A Conceptual Model of Bleed and How Bleed-Out from Role-Playing Games Can Affect a Player’s Sense of Self.” International Journal of Role-Playing, no. 15 (June):9-35. Link here.

Irimiás, Anna, Ariel Zoltán Mitev, and Gábor Michalkó. 2021. “Narrative Transportation and Travel: The Mediating Role of Escapism and Immersion.” Tourism Management Perspectives 38 (April). Link here.

Kapitány, Rohan, Hampejs, T., & Goldstein, T. R. 2022. “Pretensive Shared reality: From childhood pretense to adult imaginative play.” Frontiers in Psychology 13. Link here.

Kemper, Jonaya. 2017. “The Battle of Primrose Park: Playing for Emancipatory Bleed in Fortune & Felicity.” Nordiclarp.org, June 21. Link here.

Kemper, Jonaya. 2020. “Wyrding the Self.” In What Do We Do When We Play?, edited by Eleanor Saitta, Mia Makkonen, Pauliina Männistö, Anne Serup Grove, and Johanna Koljonen. Solmukohta. Link here.

Kilmer, Elizabeth D., Adam D. Davis, Jared N. Kilmer, and Alexander R. Johns. 2023. Therapeutically Applied Role-playing Games: The Game to Grow Method. Routledge.

Klimmt, Christoph, Dorothée Hefner, and Peter Vorderer. 2009. “The Video Game Experience as ‘True’ Identification: A Theory of Enjoyable Alterations of Players’ Self-Perception.” Communication Theory 19 (4): 351-73. Link here.

Lankoski, Petri, and Simo Järvelä. 2012. “An Embodied Cognition Approach for Understanding Role-playing.” International Journal of Role-Playing 1 (3): 18-32.

Lee, Kwan Min. 2004. “Presence, Explicated.” Communication Theory 14 (1): 27-50. Link here.

Leonard, Diana J., and Tessa Thurman. 2018. “Bleed-out on the Brain: The Neuroscience of Character-to-Player.” International Journal of Role-Playing 9: 9-15.

Levin, Hilda. 2020. “Metareflection.” In What Do We Do When We Play?, edited by Eleanor Saitta, Johanna Koljonen, Jukka Särkijärvi, Anne Serup Grove, Pauliina Männistö, and Mia Makkonen. Solmukohta.

Lumpkin, Shanna. 2019. “Procedural Storytelling in Dungeons & Dragons.” In Procedural Storytelling in Game Design, edited by Tanya X. Short and Tarn Adams: 257–268. AK Peters/CRC Press.

Montola, Markus. 2010. “The Positive Negative Experience in Extreme Role-Playing.” In Proceedings of Nordic DiGRA 2010 Conference: Experiencing Games: Games, Play, and Players, August 16, 2010. Stockholm, Sweden. Link here.

Montola, Markus, Jaakko Stenros, and Eleanor Saitta. 2015. “The Art of Steering: Bringing the Player and the Character Back Together.” In The Knudepunkt 2015 Companion Book, edited by Charles Bo Nielsen and Claus Raasted: 106–116. Rollespilsakademiet.

Murray, Janet Horowitz. 1997. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. The Free press.

Peng, Wei, Mira Lee, and Carrie Heeter. 2010. “The Effects of a Serious Game on Role-Taking and Willingness to Help.” Journal of Communication 60 (4): 723-42. Link here.

Ratan, Rabindra A. 2013. “Self-presence, Explicated: Body, Emotion, and Identity Extension into the Virtual Self.” In Handbook of Research on Technoself: Identity in a Technological Society, edited by R. Luppicini. Information Science Reference/IGI Global. Link here.

Slater, Michael D., Benjamin K. Johnson, Jonathan Cohen, Maria Leonora G. Comello, and David R. Ewoldsen. 2014. “Temporarily Expanding the Boundaries of the Self: Motivations for Entering the Story World and Implications for Narrative Effects: Temporarily Expanded Boundaries of the Self.” Journal of Communication 64 (3): 439-55. Link here.

Stein, Rachel, and A. B. Swan. 2019. “Evaluating the Validity of Myers‐Briggs Type Indicator Theory: A Teaching Tool and Window into Intuitive Psychology.” Social and Personality Psychology Compass, 13(2). https://doi.org/10.1111/spc3.12434

Tamborini, Ron, and Paul Skalski. 2006. “The Role of Presence in the Experience of Electronic Games.” In Playing Video Games, edited by Ron Tamborini and Paul Skalski, 263-281. Routledge.

Toft, Ida, and Sabine Harrer. 2020. “Design Bleed: A Standpoint Methodology for Game

Design.” In Proceedings from DiGRA ’20 – Proceedings of the 2020 DiGRA International

Conference: Play Everywhere: 1-18.

Vi Åker Jeep. n.d.. “Jeepform: Bleed.” Jeepen.org, n.d. Link here.

Walsh, Orla, and Conor Linehan. 2024. “Roll for Insight: Understanding How the Experience of Playing Dungeons & Dragons Impacts the Mental Health of an Average Player.” International Journal of Role-Playing, no. 15 (June): 36-60. Link here.

Waltemate, Thomas, Dominik Gall, Daniel Roth, Mario Botsch, and Marc Erich Latoschik. 2018. “The Impact of Avatar Personalization and Immersion on Virtual Body Ownership, Presence, and Emotional Response.” IEEE Transactions on Visualization and Computer Graphics 24 (4): 1643-52. Link here.

Weddle, Joshua. 2015. “Jung’s Theory of Psychological Types: Dimensions of Personality in the Role-playing Experience.” Master’s thesis, Saybrook University.

Yee, Nick, and Jeremy Bailenson. 2007. “The Proteus Effect: The Effect of Transformed Self-Representation on Behavior.” Human Communication Research 33 (3): 271-90. Link here.

Yuliawati, Livia, Putri Ayu Puspieta Wardhani, and Joo Hou Ng. 2024. “A Scoping Review of Tabletop Role-Playing Game (TTRPG) as Psychological Intervention: Potential Benefits and Future Directions.” Psychology Research and Behavior Management: 2885-2903.

Downloads

Published

2026-03-11

How to Cite

Scholte Albers, M., & de Wit, J. (2026). Bleed in Dungeons & Dragons: A Study on the Impact of Personality Design and Character Similarity. International Journal of Role-Playing, (17), 106–138. Retrieved from https://journals.uu.se/IJRP/article/view/648