How Prolonged Role-Playing and Social Contagion Enabled the Columbine Tragedy—and Why No One Intervened

Abstract

The 1999 Columbine High School massacre, perpetrated by Eric Harris and Dylan Klebold, remains a stark reminder of how untreated psychological vulnerabilities, combined with immersive violent fantasies, can culminate in catastrophe. This paper theorizes that the shooters’ years of role-playing murders—through journals, videos, and video games—desensitized them to violence, blurring the lines between fantasy and reality in a self-reinforcing cycle akin to social contagion phenomena.

Drawing parallels to the rapid rise and subsequent decline in youth transgender identifications, as discussed by psychologist Jordan Peterson, we argue that external enablement and platform dynamics can amplify distorted behaviours. Central to this analysis is a critical question: If teachers, parents, and authorities noticed profound personality shifts, obsessive gun interests, role-playing murders, and expressions of universal hatred, why did no one act decisively? Through examination of ignored red flags, psychological profiles, and broader societal implications, this paper calls for proactive intervention in emerging warning signs to prevent future atrocities.

Introduction

On April 20, 1999, Eric Harris and Dylan Klebold entered Columbine High School armed with guns and explosives, killing 12 students and one teacher before taking their own lives. The attack was meticulously planned over 18 months, yet it was not born in isolation. Post-event analyses reveal a trail of unaddressed warning signs: personality changes, violent role-playing, and overt expressions of rage.

Teachers noted their withdrawn and aggressive demeanours, parents overlooked homemade bombs in garages, and law enforcement dismissed multiple complaints.

This paper posits a theory of “self-induced contagion,” where repetitive immersion in violent fantasies patterns automatic thoughts, distorts worldview, and normalizes extreme actions—especially when coupled with psychological issues like psychopathy and depression.

Inspired by Jordan Peterson’s observations on social contagion in transgender identification trends, we extend this framework to violence. Peterson argues that social media’s “soft-promotion” of gender fluidity created echo chambers that escalated identifications, only to wane after platform shifts like Elon Musk’s 2022 acquisition of Twitter (now X), which introduced critical discourse and reduced uncritical affirmation.

Similarly, Harris and Klebold’s private “bubble” of mutual reinforcement enabled their descent. The core question: Amid evident shifts—from meek teens to murder role-players—why the inaction? This inaction, we argue, stems from normalization, denial, and a pre-9/11 era’s underestimation of adolescent threats, highlighting systemic failures that persist today.

Psychological Profiles and the Seeds of Violence

Eric Harris exhibited psychopathic traits: grandiosity, lack of empathy, and manipulative charm (APA, 2015). He viewed humanity as inferior “zombies,” justifying a “war on the human race” in his journals. Dylan Klebold, conversely, was depressive and self-loathing, channelling internal pain into external rage through suicidal fantasies (Worth, 2015).

Their partnership was symbiotic—Harris’s calculation amplified Klebold’s volatility. These profiles made them “fertile” for escalation. As Peterson notes in broader psychological contexts, untreated vulnerabilities like depression or narcissism can intersect with environmental triggers to warp cognition. In Columbine, social isolation and perceived bullying exacerbated this, turning inward frustration outward (De Venanzi, 2012).

Yet, their behaviours extended beyond internal struggles: They role-played murders in videos like the “Basement Tapes,” demonstrating weapons with theatrical glee, and customized video games like Doom to simulate school shootings (Kovatch, 2018). This wasn’t casual interest in guns; it was obsessive rehearsal, desensitizing them to real violence much like soldiers in war simulations flip from “meek” to remorseless killers (Villani, 2001).

The Mechanism of Self-Induced Contagion: Role-Playing as Desensitization

Central to my theory is how role-playing patterns their thoughts, distorting reality. Harris and Klebold fantasized for years, scripting attacks in journals and videos, treating violence as a “game.” Psychological research links violent video games to desensitization, reducing empathy and normalizing aggression (APA, 2015; Dunn, 2010). For the shooters, this immersion created automatic distortions: Violence became “natural,” much like WWII soldiers conditioned to kill without remorse (Kovatch, 2018).

This mirrors Peterson’s social contagion model. The 2010s saw transgender identifications surge among youth—up to 6.8% in some cohorts—driven by online echo chambers affirming identities without question. Post-Musk’s Twitter overhaul in 2022, rates halved, as critical voices disrupted the narrative. Similarly, the shooters’ unchecked role-playing created a private contagion, enabled by inaction (De Venanzi, 2012; Worth, 2015). Had interventions halted their fantasies—through counselling or restrictions—the pathway to violence might have been severed (Villani, 2001).

The Allure of Fantasy: Role-Playing as an Empowered Escape and Cognitive Distortion

A deeper examination of Harris and Klebold’s immersion in violent fantasies reveals a compelling psychological undercurrent: the role-playing likely served as a seductive “safe place” where they could reinvent themselves as omnipotent figures, far removed from the inadequacies and rejections of their real lives. This ruminative process—repetitively cycling through scripted murders in journals, customized video games like Doom, and self-recorded videos—propelled a profound distortion, elevating their fantasized selves to god-like status while eroding the boundaries between imagination and action. As Harris articulated in his writings, he envisioned himself as a superior being waging “natural selection” against inferior “zombies,” a narrative that infused him with a sense of divine entitlement and control absent in his everyday existence (Kovatch, 2018). Klebold, grappling with self-loathing and suicidal ideation, found solace in these shared delusions, where violence promised release and transcendence over his perceived worthlessness (Worth, 2015).

This allure of fantasy as empowerment aligns with established theories in aggression psychology, where marginalized adolescents retreat into vivid role-playing to compensate for real-world deficits, fostering grandiosity and moral disengagement (De Venanzi, 2012). The repetitive rumination acted as a self-reinforcing loop, akin to cognitive behavioural patterns in addiction or obsession, where the fantasy realm became more gratifying and “real” than daily life. Over time, this immersion distorted automatic thoughts, normalizing extreme actions and diminishing empathy—much like how soldiers in simulated war environments transition from meek civilians to remorseless actors through conditioned rehearsal (Villani, 2001). For Harris and Klebold, the safe haven of role-playing evolved into a controlling force, propelling them toward the merger of worlds: What began as escapist play verged into reality, culminating in the meticulously enacted tragedy that mirrored their rehearsed scripts.

Had this ruminative cycle been interrupted through therapeutic intervention addressing their underlying vulnerabilities, the distorted self-perceptions might have been challenged, preventing the fantasy’s dominance. This insight underscores the urgency of recognizing role-playing not merely as adolescent whimsy but as a potential harbinger of peril, where the empowerment derived from distortion can lethally bridge the gap between thought and deed.

Ignored Red Flags: A Catalogue of Missed Opportunities

The tragedy was foreshadowed by glaring signs that went unheeded. Teachers observed personality shifts: Harris and Klebold became increasingly isolated, dressing in black trench coats as part of the “Trench Coat Mafia,” a group known for menacing behaviour.

One teacher worried Columbine was “ripe” for a shooting due to rampant bullying, yet no systemic changes followed.

Parents ignored tangible evidence: Klebold’s mother later admitted overlooking his depression, while Harris’s father dismissed bomb-making as “experiments.” Law enforcement’s failures were egregious. Jefferson County police received complaints about Harris’s “bizarre and anti-social behaviour,” including a website boasting of pipe bombs and threats to “kill people.”

The duo had 15 run-ins with authorities before the massacre, including arrests for theft and vandalism. A search warrant for Harris’s home was drafted but never executed due to bureaucratic oversights.

Friends reported their gun acquisitions and violent videos, yet these “leakages”—overt expressions of intent—were dismissed as teenage bluster.  

In a pre-social media era, their “posts” were analog: Journals and websites declaring hatred for humanity, fantasies of mass murder, and god-like superiority. Why the inaction? Denial played a role—relatives and educators often rationalize behaviours in loved ones. Pre-Columbine, school shootings were rare, so threats weren’t taken seriously. This echoes modern cases where red flags are ignored until too late

Implications for Prevention: Breaking the Cycle

The Columbine case underscores that anyone, given the right environment, can become a killer—a lesson from historical atrocities like WWII. Today, threat assessments in schools have increased, but gaps remain. To prevent replication, we must mandate reporting of role-playing or hateful expressions, integrate mental health screenings, and train communities to recognize “leakage.” Platforms amplifying violence—digital or analog—require oversight to avoid contagion.

Conclusion

The Columbine shooters’ transformation was not inevitable but enabled by ignored signs and self-reinforcing fantasies. By analogizing to transgender social contagion, we see how unchecked immersion distorts minds. The unanswered question—why no action amid clear red flags? demands accountability. Only through vigilant intervention can we honour the victims and avert future horrors. This theory calls for a paradigm shift: Treat role-playing not as harmless play, but as a potential prelude to peril.

References

American Psychological Association. (2015). Technical report on the review of the violent video game literature. https://www.apa.org/pi/families/review-video-games.pdf

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De Venanzi, A. (2012). School shootings in the USA: Popular culture as risk, teen marginality, and violence against peers. Crime, Media, Culture, 8(3), 261–278. https://doi.org/10.1177/1741659012443233

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Dunn, A. (2010). A call to violence: Trends in violent content of video games [Honors thesis, James Madison University]. JMU Scholarly Commons. https://commons.lib.jmu.edu/honors201019/460

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Kovatch, B. (2018). Video gaming and behavioral disorders associated with mass shootings [Master’s thesis, Naval Postgraduate School]. Defense Technical Information Center. https://apps.dtic.mil/sti/pdfs/AD1126697.pdf

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Villani, S. (2001). How many more Columbines? What can pediatricians do about school and media violence? Pediatric Annals, 30(2), 87–94. https://doi.org/10.3928/0090-4481-20010201-09

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Worth, N. C. (2015). The effects of reality vs. fantasy based first-person shooting video games on adolescent behavior [Doctoral dissertation, Fielding Graduate University]. ResearchGate. https://www.researchgate.net/publication/277036724

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