• Complain

Joseph P. Laycock - Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds

Here you can read online Joseph P. Laycock - Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. year: 2015, publisher: University of California Press, genre: Religion. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:

Romance novel Science fiction Adventure Detective Science History Home and family Prose Art Politics Computer Non-fiction Religion Business Children Humor

Choose a favorite category and find really read worthwhile books. Enjoy immersion in the world of imagination, feel the emotions of the characters or learn something new for yourself, make an fascinating discovery.

Joseph P. Laycock Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds
  • Book:
    Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds
  • Author:
  • Publisher:
    University of California Press
  • Genre:
  • Year:
    2015
  • Rating:
    3 / 5
  • Favourites:
    Add to favourites
  • Your mark:
    • 60
    • 1
    • 2
    • 3
    • 4
    • 5

Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds: summary, description and annotation

We offer to read an annotation, description, summary or preface (depends on what the author of the book "Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds" wrote himself). If you haven't found the necessary information about the book — write in the comments, we will try to find it.

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, religionas a socially constructed world of shared meaningcan 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.Laycocks 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.

Joseph P. Laycock: author's other books


Who wrote Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds? Find out the surname, the name of the author of the book and a list of all author's works by series.

Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds — read online for free the complete book (whole text) full work

Below is the text of the book, divided by pages. System saving the place of the last page read, allows you to conveniently read the book "Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds" online for free, without having to search again every time where you left off. Put a bookmark, and you can go to the page where you finished reading at any time.

Light

Font size:

Reset

Interval:

Bookmark:

Make
Dangerous Games Dangerous Games What the Moral Panic over Role-Playing Games - photo 1
Dangerous Games
Dangerous Games
What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds

Joseph P. Laycock

Picture 2

UNIVERSITY OF CALIFORNIA PRESS

University of California Press, one of the most distinguished university presses in the United States, enriches lives around the world by advancing scholarship in the humanities, social sciences, and natural sciences. Its activities are supported by the UC Press Foundation and by philanthropic contributions from individuals and institutions. For more information, visit www.ucpress.edu.

University of California Press

Oakland, California

2015 by The Regents of the University of California

Library of Congress Cataloging-in-Publication Data

Laycock, Joseph.

Dangerous games : what the moral panic over role-playing games says about play, religion, and imagined worlds / Joseph P. Laycock.

p. cm.

Includes bibliographical references and index.

ISBN 978-0-520-28491-3 (cloth, alk. paper)

ISBN 978-0-520-28492-0 (pbk., alk. paper)

ISBN 978-0-520-96056-5 (electronic)

1. Fantasy gamesMoral and ethical aspects. 2. Role playingMoral and ethical aspects. 3. Dungeons and Dragons (GameMoral and ethical aspects. I. Title.

GV 1469.6. L 395 2015

793.93dc232014030653

Manufactured in the United States of America

24 23 22 21 20 19 18 17 16 15

10 9 8 7 6 5 4 3 2 1

In keeping with a commitment to support environmentally responsible and sustainable printing practices, UC Press has printed this book on Natures Natural, a fiber that contains 30% post-consumer waste and meets the minimum requirements of ANSI/NISO Z 39.48-1992 ( R 1997) ( Permanence of Paper ).

For the bard who found me in the tavern and joined my party.

Contents
Preface
You Worship Gods from Books!

My tolerance of this event is not advocacy for all of its content, and those who wish to interpret my remarks in this way do so uncharitably. And if pushed on this, I swear, I will blame the whole thing on Dungeons & Dragons anyway. The 80s tried to beat into my head that my beloved hobby was a gateway to darkness, and lo and behold, here I am. I must have failed a saving throw somewhere along the way.

Harvard lecturer in ethics and public policy Christopher Robichaud, Remarks on the Occasion of Harvards Reenactment of the Black Mass

When Gary Gygax and Dave Arneson published Dungeons & Dragons ( D&D ) in 1974, they created the first commercially successful fantasy role-playing game. In these games, players imagine heroic characters for themselves and produce narratives of their adventures. The point is not only to produce a good story but to allow the players to experience an imagined world together. As an art form, the fantasy role-playing game is directed inward. The players do not perform their roles for an audience but for each other. Because of this introspective quality fantasy role-playing games are almost impossible to appreciate or critique without participant observation. This is no doubt why, within the small body of scholarly research on these games, I am unaware of any example in which the scholar has not spent hours playing these games him- or herself. The present study is no exception.

I grew up in Austin, Texas. I was introduced to D&D at the age of six at (where else?) a summer camp for gifted children. In those days, children were allowed to spend the afternoon wandering through the woods unsupervised. We were expected to entertain ourselves. We were, after all, gifted. What we called Dungeons and Dragons had almost nothing to do with the game created by Gygax and Arneson. Most of us had never seen multisided dice, and only a few boys with older brothers had seen a gaming book. By middle school I had acquired these mysterious objects and learned to play D&D for real. I was a regular player throughout high school and college and even played the occasional game in graduate school.

In middle school I became involved in live-action role-playing, or LARPing. I joined the Austin chapter of Amtgard, a group that enacted fantasy battles in public parks using padded weapons. In the ninth grade I had a runners build and was not considered athletic. My Amtgard character was an assassin. My college-age teammates would send me on missions to slink behind the opposing team and stab their leaders in the back. If I succeeded at these decapitation strikes, I received praise from adults that I looked up to. If I failedthat is, if I was detected and beaten with foam swordsI was told that I had not died in vain, because I had caused the enemy to divert resources from the front lines. Amtgard felt like a cross between being a normal high-school athlete and a child soldier.

By my senior year I had graduated to another LARP called Vampire: The Masquerade. In this game, players pretended to be vampires who were pretending to be human. The game met at the University of Texas at Austin, and most of the players were college students. Players had to be eighteen, so I lied about my age in order to participate. Whereas Amtgard had been loud, violent, and sweaty, Vampire consisted primarily of elaborate Machiavellian plots, and most characters wore suits instead of chain mail. LARPing was an alternative world in which my normal adolescent life was reversed: In high school I generally avoided the gym. In Amtgard I dealt death from the shadows. In high school I did not talk to many girls. In Vampire I discussed philosophy and politics with female college students in leather corsets.

Experiencing this alternative world caused me to think about the ordinary world in new ways. The pummeling I received in Amtgard taught me that I could be tough. In college I began studying martial arts and eventually took up boxing and weight training. These skills gave me the confidence to work with at-risk youth as a high-school teacher, and I briefly coached boxing. Vampire taught me about networking, resourcefulness, and cunning. Every graduate student would be well served by playing Vampire before attending his or her first academic conference. I was able to discover these things through LARPing precisely because these games seemed more real than playing D&D with friends. The high level of organization and the number of people involved meant that my actions had consequences within the alternate reality of the game that forced me to think carefully about what I was doing. The freedom to take risks without suffering permanent consequences when I made mistakes taught me confidence and helped me to grow up.

However, living in Texas, I was also aware that my hobbies marked me as deviant. In middle school, I was occasionally bullied for playing D&D, and a neighbors father was convinced that Amtgard was a Satanic cult. In fact, bullies and evangelical Christians seemed to be in lockstep regarding D&D . In the 1980s there was a full-blown moral panic over role-playing games in which such figures as Geraldo Rivera and Tipper Gore warned that games like D&D cause young people to lose their minds, commit suicide, and worship the devil. Gamers (those who play fantasy role-playing games) were simultaneously the object of ridicule and fear. Somehow we were perceived as hapless losers who were also dangerous Satanists. As a child, listening to sensational claims about my favorite hobby led me to my first suspicion that grown-ups are fallible. Adults claimed that their authority came from their experience and wisdom, and yet a simple game made them frightened and hysterical.

Next page
Light

Font size:

Reset

Interval:

Bookmark:

Make

Similar books «Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds»

Look at similar books to Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds. We have selected literature similar in name and meaning in the hope of providing readers with more options to find new, interesting, not yet read works.


Reviews about «Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds»

Discussion, reviews of the book Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds and just readers' own opinions. Leave your comments, write what you think about the work, its meaning or the main characters. Specify what exactly you liked and what you didn't like, and why you think so.