Description
Book SynopsisThe 1980s saw the peak of a moral panic over fantasy role-playing games such as Dungeons and Dragons. This book explores both the history and the sociological significance of this panic. It is suitable for those with an interest in religion, popular culture, and social behavior, both in the classroom and beyond.
Trade Review"
Dangerous Games presents a detailed and multi-layered history of the social realities surrounding Role Playing Games (RPGs), analyzing a complex legacy of cultural and religious epistemologies, in order to argue that the corresponding moral panic over such games is itself a form of dangerous corrupted play. . . . Overall,
Dangerous Games is an important read for students and scholars of contemporary history, religion, popular culture, and mythology." * Nova Religio *
"
Dangerous Games is a necessary interjection into the conversation between fantasy role-playing and the hysteria over violent-themed play . . . [and] charges players to keep rolling on, and for those who question such games to reflect on what exactly they find so repugnant from an exploration of imagination and play." * Reading Religion *
"Worth reading for the detailed and nuanced history of fantasy role-playing games in and of itself, the book’s supplementary focus on tragic events that were widely linked to role-playing games is engrossing. . . . But Laycock’s greatest achievement is shooting a silver bullet straight into the heart of moral, media and satanic panics by positing that society’s discomfort with role-playing games is rooted in a discomfort with imagination." * Times Higher Education *
"This book deserves a place in the library of any scholar of games as cultural texts—and especially those interested in religion and games." * American Journal of Play *
"This book will be useful for those who wish to explore the intersections of religion and popular culture. . . .clear and convincing." * Religious Studies Review *
Table of ContentsPreface. "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 Notes Bibliography Index