Cover; 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 & 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
Summary
"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 the Christian Right, psychologists, and law enforcement claimed 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"--Provided by publisher
Analysis
alter egos
christian right
christianity
conspiracy theory
constructed world
dungeons and dragons
fan studies
fantasy games
fantasy
game theory
gaming
history
imagination
law enforcement
media
mental health
morality
nonfiction
occult
play theory
popular culture
psychology
religion
religious studies
role playing games
role playing
roleplaying
rpgs
social behavior
social theory
sociology
supernatural
Bibliography
Includes bibliographical references and index
Notes
English
Online resource; title from PDF title page (Ebsco, viewed January 15, 2015)