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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