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Dangerous Games
What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds
Language:
English
Published/Copyright:
2015
About this book
The 1980s saw the peak of a moral panic over fantasy role-playing games such as Dungeons and Dragons. A coalition of moral entrepreneurs that included representatives from the Christian Right, the field of psychology, and law enforcement claimed that these games were not only psychologically dangerous but an occult religion masquerading as a game. Dangerous Games explores both the history and the sociological significance of this panic.
Fantasy role-playing games do share several functions in common with religion. However, religion—as a socially constructed world of shared meaning—can also be compared to a fantasy role-playing game. In fact, the claims of the moral entrepreneurs, in which they presented themselves as heroes battling a dark conspiracy, often resembled the very games of imagination they condemned as evil. By attacking the imagination, they preserved the taken-for-granted status of their own socially constructed reality. Interpreted in this way, the panic over fantasy-role playing games yields new insights about how humans play and together construct and maintain meaningful worlds.
Laycock’s clear and accessible writing ensures that Dangerous Games will be required reading for those with an interest in religion, popular culture, and social behavior, both in the classroom and beyond.
Fantasy role-playing games do share several functions in common with religion. However, religion—as a socially constructed world of shared meaning—can also be compared to a fantasy role-playing game. In fact, the claims of the moral entrepreneurs, in which they presented themselves as heroes battling a dark conspiracy, often resembled the very games of imagination they condemned as evil. By attacking the imagination, they preserved the taken-for-granted status of their own socially constructed reality. Interpreted in this way, the panic over fantasy-role playing games yields new insights about how humans play and together construct and maintain meaningful worlds.
Laycock’s clear and accessible writing ensures that Dangerous Games will be required reading for those with an interest in religion, popular culture, and social behavior, both in the classroom and beyond.
Author / Editor information
Contributor: Joseph P. Laycock
Joseph P. Laycock is Assistant Professor of Religious Studies at Texas State University. His previous books include Vampires Today: The Truth About Modern Vampirism and The Seer of Bayside: Veronica Lueken and the Struggle for Catholicism. He is also a blogger for Religion Dispatches.
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Frontmatter
i -
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Contents
vii -
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Preface. “You Worship Gods from Books!”
ix -
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Introduction. Fantasy and Reality
1 - Part I. The History of the Panic
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1. The Birth of Fantasy Role-Playing Games
31 -
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2. Dungeons & Dragons as Religious Phenomenon
51 -
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3. Pathways into Madness: 1979–1982
76 -
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4. Satanic Panic: 1982–1991
101 -
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5. A World of Darkness: 1991–2001
137 - Part II. Interpreting the Panic
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6. How Role-Playing Games Create Meaning
179 -
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7. How the Imagination Became Dangerous
210 -
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8. Rival Fantasies
241 -
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Conclusion. Walking between Worlds
279 -
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Notes
291 -
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Bibliography
333 -
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Index
345
Publishing information
Pages and Images/Illustrations in book
eBook published on:
April 15, 2019
eBook ISBN:
9780520960565
Pages and Images/Illustrations in book
Main content:
368
eBook ISBN:
9780520960565
Keywords for this book
rpgs; role playing games; fantasy games; christian right; psychology; alter egos; supernatural; mental health; law enforcement; imagination; play theory; history; religious studies; role playing; christianity; conspiracy theory; morality; social behavior; media; fan studies; social theory; sociology; gaming; occult; religion; dungeons and dragons; constructed world; fantasy; roleplaying; popular culture; nonfiction; game theory