1 Corinthians 12:12  "The body is a unit, though it is made up of many parts; and though all its parts are many, they form one body."

 
rFantasyGames
        Rochford Community Church Resources

 

 

 

The Christian & Occult Guidance

The Dangers of Fantasy Games


A consideration of the possible dangers that may arise for those who participate

in modern role-playing fantasy games.

  

Contents

 

  

Introduction

NB. Although it is quite possible that there may be no occult contact with playing fantasy games, we have included these notes in this section as it is a possibility that can occur.

Towards the end of the 20th century role playing games became popular, especially with the increase in software development. The most well known of these was Dungeons and Dragons. Today there are a considerable number of similar games that require the player to enter into the role of one of the characters in the game to compete (almost universally) violently against other characters. Pokemon has been one of the most recent of the (card) ‘super-crazes'. The objective of Pokemon is to become a Pokemon master with supernatural power. Every Pokemon – and there are at least 150 documented species of Pokemon – has its own special fighting abilities. Pokemon reveals the nature behind most of these games: a desire to have power and be more powerful than others.

 

 

Obvious Dangers

More obvious dangers that may be observed are:

     

1. Over involvement

Addiction is not uncommon, with players spending considerable amounts of time and money in participating in the particular game, which usually has a (considerable) number of ‘levels' through which the player has to progress.

    

2. Loss of Reality

Observation shows that for vulnerable players it is difficult to step out of the character after playing the game, i.e. over identification with the character can lead the individual to ‘be' that person in real life – which is, of course, quite unreal.

      

3. The Danger of Violence

Because most of these games involve warring against other characters, the game is by nature based on violence. There is a growing body of evidence that indicates that those who have been the perpetrators of mass violence in society had been violent role- playing characters for some time previously. The suggestion is, therefore, that where the player is a vulnerable person, their vulnerability accentuates the point made in 2 above, that the loss of reality plus the ability to cause violence without personal consequence in the games, means that sometimes they are unable to stop themselves taking violence into the real world. (The fact that there may be other violence-contributing facts in a person's life, e.g. excessive watching of violent videos, does not detract from the potential effect of such games in the lives of vulnerable people).

      

4. Fantasy and evil

The 20th century saw a rise in popularity in fantasy, e.g. The Lord of the Rings trilogy, the Harry Potter books etc. In role-playing games the participants are often invited to step into the shoes of a variety of fantasy creatures, including those that are specifically evil, and think and act within the game as those creatures would. To actually think and feel as an evil creature does, even though imaginary, obviously becomes dangerous when fantasy and reality are blurred.

        

5. Occult

There has been an observable increase in invitations to participate within such games in ‘spells' and other activities that verge on the occult (‘occult' simply means ‘hidden powers'). The jump from such things in a computer game to trying them out in reality is very easy. Where such games also include the worship or service of ‘gods' there is an implicit suggestion of the existence of ‘powers' that exist requiring submission. As a result of ‘playing' with these ‘beings' in the game, in the real world players often exhibit fear in the belief that such powers exist and may dominate or influence them negatively.

      

6. Vulnerability

Although there are probably considerable numbers who play these games for whom this does not apply, there are clearly large numbers of players who are psychologically vulnerable, who have low self-esteem and for whom playing the game acts as a means of lifting that low self esteem, even though it is only within the game. Tragically, the roles played do little if anything in the real world to help such people and, in fact, the contrast between their role in the game and their feelings about the real world are only accentuated, i.e. their self-esteem is only attacked further. It is sometimes this, evidence suggests, that makes such people resort to violence out of desperation over their real plight, their feeling of inadequacy in the real world. Defensiveness becomes attack.

 

Psychological, Spiritual and Ethical Aspects.

     

1. Psychological

If you will reread the 6 points made under the above heading of “Obvious Dangers”, it is clear that there are very obvious potential dangers in such role-playing games: over-involvement from which it is difficult to withdraw, a possible blurring of fantasy and reality, and a leading of the vulnerable into a place of even greater vulnerability. Of course where the individual is perfectly balanced, has strong self control, and a strong sense of personal worth, then these dangers are probably minimal. However, we live in a society in the West where, for example with the breakdown of family life, those three descriptions are increasingly missing, and individuals are therefore especially vulnerable to the dangers suggested.

    

2. Spiritual

Our personal perception and beliefs about what ‘spiritual' means will determine whether we see spiritual dangers or not in role playing in these games. Some basic questions can be asked. What is the “power” that all of these games implicitly speak about? What is such a power? Is it something as benign as magnetism or is it a force with a personality, and if it is the latter can that personality be controlled? The implicit assumption is that this power can be used, controlled and manipulated to harm or destroy others. That is not a benign power. Why is it that many of the players of such games do suffer fears and anxiety as a result of playing the game? Why is it that such players quite often suffer depressions? Is it simply that they have been involved in violent things, or are there ‘forces' that are real and that influence them in a negative way? The whole area of the occult, dealt with else where in other leaflets in this series, opens doors to many negative experiences. Remove the occult experience and the negative experiences disappear.

 

3. Ethical

While there have always been heroes fighting evil with good, the moral challenge against many of these games is, does the end justify the means? Does the end of overcoming evil justify the use of extreme violence? The theory of just war only applies when the evil oppressor threatens the rest of the world. Games that invite players to participate in violence – and spend large amounts of time embroiled in violence, in their minds at least – cannot be healthy. In fact, observation of those who play such games of violence suggests a desensitising to the horrors of real violence. Violence becomes far more acceptable and normal. Is it coincidence that violence is increasing generally in society? This is not to say that such games bring it about (although they may contribute) but simply that they are merely another facet or expression of violence which is contributing to the general downgrading of the quality of life in the West in particular.

 

 

Conclusions

For the reasons suggested above, our observation over the years , suggests that in many cases, the use of role playing games have detrimental, if not actually harmful effects, in many people, especially those who are already vulnerable.

In respect of Clubs, Games Masters are rarely equipped to assess the psychological vulnerability of individuals who come to group games, and would feel very diffident at turning away potential players. They are also usually ill-equipped to assess any spiritual ill-effects in vulnerable players. The whole area is thus controversial requiring a great deal of discernment – which is frequently absent.

  

You Need Help?

Role Playing Games can leave us addicted, can make it difficult to distinguish between fantasy and reality, and can leave us feeling fearful, depressed or confused.  If any of these things do apply to you, please feel free to contact us to talk about it.

Remember, if you want to e-mail Tony, it's   tony.thomas@rochfordcc.co.uk

 

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