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020 _a9780520960565
_q(electronic bk.)
020 _z9780520284913
035 _a(MiAaPQ)EBC1775219
035 _a(Au-PeEL)EBL1775219
035 _a(CaPaEBR)ebr11003294
035 _a(CaONFJC)MIL688032
035 _a(OCoLC)899156911
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_erda
_epn
_cMiAaPQ
_dMiAaPQ
050 4 _aGV1469.6.L395 2015
082 0 _a793.93
100 1 _aLaycock, Joseph P.
245 1 0 _aDangerous Games :
_bWhat the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds.
250 _a1st ed.
264 1 _aBerkeley :
_bUniversity of California Press,
_c2015.
264 4 _c©2015.
300 _a1 online resource (416 pages)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
505 0 _aIntro -- Title -- Copyright -- Dedication -- Contents -- Preface. "You Worship Gods from Books!" -- Introduction. Fantasy and Reality -- Part I. The History of the Panic -- 1. The Birth of Fantasy Role-Playing Games -- 2. Dungeons &amp -- Dragons as Religious Phenomenon -- 3. Pathways into Madness: 1979-1982 -- 4. Satanic Panic: 1982-1991 -- 5. A World of Darkness: 1991-2001 -- Part II. Interpreting the Panic -- 6. How Role-Playing Games Create Meaning -- 7. How the Imagination Became Dangerous -- 8. Rival Fantasies -- Conclusion. Walking between Worlds -- Notes -- Bibliography -- Index.
520 _aThe 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.
588 _aDescription based on publisher supplied metadata and other sources.
590 _aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
650 0 _aFantasy games--Moral and ethical aspects.
650 0 _aRole playing--Moral and ethical aspects.
650 0 _aDungeons and Dragons (Game)--Moral and ethical aspects.
655 4 _aElectronic books.
776 0 8 _iPrint version:
_aLaycock, Joseph P.
_tDangerous Games
_dBerkeley : University of California Press,c2015
_z9780520284913
797 2 _aProQuest (Firm)
856 4 0 _uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=1775219
_zClick to View
999 _c40365
_d40365