LEADER 04802nam 2201021 450 001 9910819978103321 005 20230807212330.0 010 $a0-520-28492-5 010 $a0-520-96056-4 024 7 $a10.1525/9780520960565 035 $a(CKB)3710000000325552 035 $a(EBL)1775219 035 $a(OCoLC)899156911 035 $a(SSID)ssj0001401741 035 $a(PQKBManifestationID)12511202 035 $a(PQKBTitleCode)TC0001401741 035 $a(PQKBWorkID)11351439 035 $a(PQKB)11570501 035 $a(MiAaPQ)EBC1775219 035 $a(DE-B1597)520385 035 $a(DE-B1597)9780520960565 035 $a(Au-PeEL)EBL1775219 035 $a(CaPaEBR)ebr11003294 035 $a(CaONFJC)MIL688032 035 $a(EXLCZ)993710000000325552 100 $a20150120h20152015 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt 182 $cc 183 $acr 200 10$aDangerous games $ewhat the moral panic over role-playing games says about play, religion, and imagined worlds /$fJoseph P. Laycock 210 1$aOakland, California :$cUniversity of California Press,$d2015. 210 4$dİ2015 215 $a1 online resource (364 p.) 300 $aDescription based upon print version of record. 311 $a1-322-56750-6 311 $a0-520-28491-7 320 $aIncludes bibliographical references and index. 327 $tFront matter --$tContents --$tPreface. "You Worship Gods from Books!" --$tIntroduction. Fantasy and Reality --$t1. The Birth of Fantasy Role-Playing Games --$t2. Dungeons & Dragons as Religious Phenomenon --$t3. Pathways into Madness: 1979-1982 --$t4. Satanic Panic: 1982-1991 --$t5. A World of Darkness: 1991-2001 --$t6. How Role-Playing Games Create Meaning --$t7. How the Imagination Became Dangerous --$t8. Rival Fantasies --$tConclusion. Walking between Worlds --$tNotes --$tBibliography --$tIndex 330 $aThe 1980's 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. 606 $aFantasy games$xMoral and ethical aspects 606 $aRole playing$xMoral and ethical aspects 606 $aDungeons and Dragons (Game)$xMoral and ethical aspects 610 $aalter egos. 610 $achristian right. 610 $achristianity. 610 $aconspiracy theory. 610 $aconstructed world. 610 $adungeons and dragons. 610 $afan studies. 610 $afantasy games. 610 $afantasy. 610 $agame theory. 610 $agaming. 610 $ahistory. 610 $aimagination. 610 $alaw enforcement. 610 $amedia. 610 $amental health. 610 $amorality. 610 $anonfiction. 610 $aoccult. 610 $aplay theory. 610 $apopular culture. 610 $apsychology. 610 $areligion. 610 $areligious studies. 610 $arole playing games. 610 $arole playing. 610 $aroleplaying. 610 $arpgs. 610 $asocial behavior. 610 $asocial theory. 610 $asociology. 610 $asupernatural. 615 0$aFantasy games$xMoral and ethical aspects. 615 0$aRole playing$xMoral and ethical aspects. 615 0$aDungeons and Dragons (Game)$xMoral and ethical aspects. 676 $a793.93 700 $aLaycock$b Joseph$f1980-$01174867 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910819978103321 996 $aDangerous games$94111245 997 $aUNINA