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

By: Material type: TextTextCopyright date: ©2015Description: 1 online resource (364 pages)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9780520960565
  • 0520960564
  • 1322567506
  • 9781322567501
  • 0520284917
  • 9780520284913
  • 0520284925
  • 9780520284920
Subject(s): Genre/Form: Additional physical formats: Print version:: Dangerous gamesDDC classification:
  • 793.93 23
LOC classification:
  • GV1469.6 .L395 2015
Online resources:
Contents:
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.
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Electronic-Books Electronic-Books OPJGU Sonepat- Campus E-Books EBSCO Available

Online resource; title from PDF title page (Ebsco, viewed Jan. 15, 2015).

Includes bibliographical references and index.

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.

"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.

English.

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