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Dangerous games : what the moral panic over role-playing games says about play, religion, and imagined 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 masq...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Laycock, Joseph, 1980-
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Oakland, Calif. : University of California Press, ©2015.
©2015
Temas:
Acceso en línea:Texto completo

MARC

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049 |a UAMI 
100 1 |a Laycock, Joseph,  |d 1980-  |1 https://id.oclc.org/worldcat/entity/E39PBJvCKmrHmmBwc8hF9yTGpP 
245 1 0 |a Dangerous games :  |b what the moral panic over role-playing games says about play, religion, and imagined worlds /  |c Joseph P. Laycock. 
260 |a Oakland, Calif. :  |b University of California Press,  |c ©2015. 
264 4 |c ©2015 
300 |a 1 online resource (364 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
588 0 |a Online resource; title from PDF title page (Ebsco, viewed January 15, 2015). 
504 |a Includes bibliographical references and index. 
505 0 |a 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. 
520 |a "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 
546 |a English. 
590 |a JSTOR  |b Books at JSTOR Demand Driven Acquisitions (DDA) 
590 |a ProQuest Ebook Central  |b Ebook Central Academic Complete 
590 |a eBooks on EBSCOhost  |b EBSCO eBook Subscription Academic Collection - Worldwide 
650 0 |a Fantasy games  |x Moral and ethical aspects. 
650 0 |a Role playing  |x Moral and ethical aspects. 
650 0 |a Dungeons and Dragons (Game)  |x Moral and ethical aspects. 
650 6 |a Jeu de rôle  |x Aspect moral. 
650 6 |a Donjons et dragons  |x Aspect moral. 
650 7 |a GAMES  |x Role Playing & Fantasy.  |2 bisacsh 
650 7 |a RELIGION  |x Psychology of Religion.  |2 bisacsh 
650 7 |a Fantasy games  |x Moral and ethical aspects  |2 fast 
653 |a alter egos. 
653 |a christian right. 
653 |a christianity. 
653 |a conspiracy theory. 
653 |a constructed world. 
653 |a dungeons and dragons. 
653 |a fan studies. 
653 |a fantasy games. 
653 |a fantasy. 
653 |a game theory. 
653 |a gaming. 
653 |a history. 
653 |a imagination. 
653 |a law enforcement. 
653 |a media. 
653 |a mental health. 
653 |a morality. 
653 |a nonfiction. 
653 |a occult. 
653 |a play theory. 
653 |a popular culture. 
653 |a psychology. 
653 |a religion. 
653 |a religious studies. 
653 |a role playing games. 
653 |a role playing. 
653 |a roleplaying. 
653 |a rpgs. 
653 |a social behavior. 
653 |a social theory. 
653 |a sociology. 
653 |a supernatural. 
758 |i has work:  |a Dangerous games (Text)  |1 https://id.oclc.org/worldcat/entity/E39PCG8vb6bwQWMxvWV39QbVBX  |4 https://id.oclc.org/worldcat/ontology/hasWork 
776 0 8 |i Print version:  |a Laycock, Joseph, 1980-  |t Dangerous games  |z 9780520284913  |w (DLC) 2014030653  |w (OCoLC)889729004 
856 4 0 |u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=1775219  |z Texto completo 
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