-Caveat Lector-

      http://www.crossroad.to/text/articles/pokemon5-99.html

           ---------------------------------------------
                 The Dangers of Role-Playing Games

                    How Pokemon and Magic Cards
              Affect the Minds and Values of Children

                  by Berit Kjos <www.crossroad.to>
           ---------------------------------------------

 "Who are the strange little creatures from Japan that have
 suddenly become global super-stars?  Most kids know the answer
 well:  They are called Pokemon (short for POCKEt MONster and
 pronounced Pokeymon), and they have stirred up some mixed
 reactions.

 "We just sent a letter home today saying Pokemon cards are no
 longer allowed on campus," said Paula Williams, a second-grade
 teacher in Danville, California.  "The kids know they're supposed
 to be put away when they come in from recess, but they're often
 in the middle of a trade, so they don't come in on time.  In the
 more extreme cases, the older kids are getting little kids to
 trade away valuable cards....  It drives a teacher crazy." 1

 It concerns parents even more.  "Recently, my children were given
 a set of Pokemon cards," said DiAnna Brannan, a Seattle mom.
 "They are very popular with the children at our church and
 elsewhere.  I was instantly suspicious but couldn't discern the
 problem.  We have since been told that they are stepping stones
 to the 'Magic cards' that have been popular for the last few
 years, which we do not allow."

 She is right.  For instance, any child exploring the most popular
 Pokemon websites 2 will be linked to a selection of occult games
 such as Sailor Moon, Star Wars, and others more overtly evil.
 A click on the ad for "Magic:  the Gathering" brings Pokemon fans
 to a site offering promotions such as this:

      "A global games phenomenon, Magic:  The Gathering is to
      the 1990s what Dungeons and Dragons was to the 1980s,
      but with the added dimension of collectibility.  Here is
      the official reference to the biggest new teen/young
      adult fantasy game of the decade, complete with
      full-color reproductions of every existing Magic card."


 THE POKEMON MESSAGE

 The above websites gives us glimpse of the mysterious little
 creatures called Pokemon.  Ponder the suggestions in this
 greeting:

      "Welcome to the world of Pokemon, a special place where
      people just like you train to become the number-one
      Pokemon Master in the World!"

      "But what is a Pokemon, you ask.  'Pokemon are
      incredible creatures that share the world with humans,'
      says Professor Oak, the leading authority on these
      monster.  'There are currently 150 documented species of
      Pokemon....  Each Pokemon has its own special fighting
      abilities....  Some grow, or evolve, into even more
      powerful creatures....  Carry your pokemon with you, and
      you're ready for anything!  You've got the power in your
      hands, so use it!'" 3

      What if children try to follow this advice?  What if
      they carry their favorite monsters like magical charms
      or fetishes in their pockets, trusting them to bring
      power in times of need?

 Many do.  It makes sense to those who watch the television show.
 In a recent episode, Ash, the boy hero, had just captured his
 fifth little Pokemon.  But that wasn't good enough, said his
 mentor.  He must catch lots more if he wants to be a Pokemon
 master.  And the more he catches and trains, the more power he
 will have for future battles.

 So Ash sets out again in search for more of the reclusive,
 power-filled, little Pokemon.  His first step is to find the
 "psychic Pokemon" called Kadabra and snatch it from its
 telepathic, pink-eyed trainer, Sabrina.  With the ghost Haunter
 on his side, it should be a cinch!

 But Ash had underestimated the power of his opponent.  When he
 and Sabrina meet for the battle, both hurl their chosen Pokemon
 into the air, but only Kadabra evolves into a super-monster with
 a magic flash.  Haunter hides.  "Looks like your ghost Pokemon
 got spooked," taunts Sabrina.

 Obviously, Ash didn't understand the supernatural powers he had
 confronted.  Neither do most young Pokeman fans today -- they
 cannot understand the forces that have captivated children
 around the world.  And if parents underestimate the psychological
 strategies behind its seductive mass marketing ploys, they are
 likely to dismiss the Pokemon craze as harmless fun and innocent
 fantasy.  In reality, the problem is far more complex.


 MARKETING A NEW LIFESTYLE

 The Pokemon mania supports a financial conglomerate that knows
 how to feed the frenzy.  The television series is free, but it
 drives the multi-billion dollar business.  It also inspires the
 obsessive new games that disrupt schools and families by giving
 the children --

    * a seductive vision:  to become Pokemon masters
    * a tempting promise:  supernatural power
    * a new objective:  keep collecting Pokemon
    * an urgent command:  "gotta catch them all"

 These enticements are drilled into young minds through clever
 ads, snappy slogans, and the "Pokeman rap" at the end of each TV
 episode:

           "I will travel across the land
           Searching far and wide
           Each Pokeman to understand
           The power that's inside.
           Gotta catch them all!"

 The last line, the Pokemon mantra, fuels the craving for more
 occult cards, games, toys, gadgets, and comic books.  There's
 no end to the supply, for where the Pokemon world ends, there
 beckons an ever-growing empire of new, more thrilling, occult,
 and violent products.  Each can transport the child into a
 fantasy world that eventually seems far more normal and exciting
 than the real world.  Here, evil looks good and good is dismissed
 as boring.  Family, relationships, and responsibilities diminish
 in the wake of the social and media pressures to master the
 powers unleashed by the massive global entertainment industry.

 No wonder children caught up in the Pokemon craze beg for more
 games and gadgets.  The Japanese makers count on it.  Since the
 means often justify the economic ends in the entertainment
 industry, the Pokemon website is full of tips, explanations,
 and ads that encourage the urge to splurge -- and to express
 the darker side of human nature.  Ponder their influence:

      "You can catch a Mew by cheating with a Gameshark."

      Ahhh. The Gameshark...  Cheating is not honorable.
      But many of you have requested and sent me this
      information, so I have put it up for all you cheaters."

      "The Moon Stone evolves certain Pokemon, such as
      Clefairy."

      "Select your desired attack.  Hold down the button
      until your opponent's life stops draining."

      "Once you have captured Zapados, you can use it to
      quickly lower the health level of Articuno...."

      "Super Smash Brothers....  This unique fighting game
      features all of Nintendo's biggest stars in a bruising
      brawl-fest ...."

 While children delight in these mysterious realms, concerned
 parents worry and wonder.  What kinds of beliefs and values
 does the Pokemon world and its links teach?  Why the emphasis
 on evolution, supernatural power, and poisoning your opponent?


 CHANGING BELIEFS and VALUES

 Barbara Whitehorse started seeking answers after her son asked a
 typical question:  "Mom, can I get Pokemon cards?  A lot of my
 friends from church have them."  Much as she wanted Matthew to
 have fun with his friends, she gave a loving refusal.  Matthew's
 tutor had already warned her that the Pokemon craze could stir
 interest in other kinds of occult role-playing games such as
 Dungeons and Dragons.  At the time, she wondered if the tutor
 had just over-reacted to some harmless entertainment.  After all,
 the cute little Pokemon creatures looked nothing like the dark
 demonic creatures of D&D.

 Later, during a recent party for Matthew, Barbara heard two of
 the boys discussing their little pocket monsters.  One said,
 "I'll just use my psychic powers."  Already, the world of fantasy
 had colored his real world.

 Mrs. DiNozzi refused to let her son participate in the "Magic
 club."  But a classmate gave him one of the magic cards, which he
 showed his mother.  It was called "Soul exchange" and pictured
 spirits rising from graves.  Like all the other cards in this
 ghastly game, it offered a morbid instruction:  "Sacrifice a
 white creature."

 "What does 'summon' mean?" he asked his mother after school one
 day.

 "Summon?  Why do you ask?"

 He told her that during recess on the playground the children
 would "summon" the forces on the cards they collect by raising
 sticks into the air and saying, "'Spirits enter me.'  They call
 it 'being possessed.'" 5

 Strange as it may sound to American ears, demonic possession is
 no longer confined to distant lands.  Today, government schools
 from coast to coast are teaching students the skills once
 reserved for the tribal witchdoctor or shaman in distant lands.
 Children everywhere are learning the pagan formulas for invoking
 "angelic" or demonic spirits through multicultural education,
 popular books, movies, and television.  It's not surprising that
 deadly explosions of untamed violence suddenly erupt from
 "normal" teens across our land.

 Occult role-playing games teach the same dangerous lessons.  They
 also add a sense of personal power and authority through personal
 identification with godlike superheroes.  Though the demonic
 realm hasn't changed, today's technology, media, and
 multicultural climate makes it easier to access, and harder
 than ever to resist its appeal.


 ROLE-PLAY AND PSYCHOLOGICAL ADDICTION

 The televised Pokemon show brings suggestions and images that set
 the stage for the next steps of entanglement.  It beckons the
 young spectator to enter the manipulative realm of role-play,
 where fantasy simulates reality, and the buyer becomes a slave to
 their programmer.

 Remember, in the realm of popular role-playing games -- whether
 it's Pokemon, Magic the Gathering, or other selections -- the
 child becomes the master.  As in contemporary witchcraft, he
 or she wields the power.  Their arm, mind, or power-symbol
 (the pokemon or other action figure) become the channel for the
 spiritual forces.

 Psychologists have warned that role-playing can cause the
 participant to actually experience, emotionally, the role being
 played.  Again, "the child becomes the master."  Or so it seems
 to the player.

 Actually, the programmer who writes the rules is the master.
 And when the game includes occultism and violence, the child-hero
 is trained to use "his" or "her" spiritual power to kill, poison,
 evolve, and destroy -- over and over.  Not only does this
 repetitive practice blur the line between reality and fantasy, it
 also sears the conscience and causes the player to devalue life.
 The child learns to accept unthinkable behavior as "normal".

 To be a winner within this system, the committed player must know
 and follow the rules of the game.  Obedience becomes a reflex,
 strengthened by instant rewards or positive reinforcement.  The
 rules and rewards force the child to develop new habits and
 patterned responses to certain stimuli.  Day after day, this
 powerful psychological process manipulates the child's thoughts,
 feelings, and actions, until his or her personality changes and,
 as many parents confirm, interest in ordinary family life begins
 to wither away.

 You may have recognized those preceding terms as those often used
 by behavioral psychologists.  They point to a sophisticated
 system of operant conditioning or behavior modification.  The
 child must exercise his own intelligent mind to learn the complex
 rules.  But after learning the rules, the programmed stimuli
 produce conditioned responses in the player.  These responses
 become increasingly automatic, a reflex action.  Naturally, this
 can leads to psychological addiction, a craving for ever greater
 (and more expensive) thrills and darker forces.

 <snip>



 Endnotes

 1. Laura Evenson, "Seeing Red and Blue at Schools," San Francisco
 Chronicle, April 20, 1999.

 2. http://www.pokemon.com and
 http://www.wizards.com/Pokemon/Rules/Welcome.html
 (Apparently, the latter site has changed since I downloaded and
 printed the original pages.  Now, if you click on the above URL,
 you will probably face a sign saying "The page you have requested
 can not be located."  If so, just click on the Wizard banner in
 the upper left corner, and you will enter the site.  Notice the
 links to "Magic: the Gathering" and "Dungeons and Dragons" on the
 right side. However, the Pokemon rules seems to have disappeared.)

 3. http://www.wizards.com/Pokemon/Rules/Welcome.html
 (See note above)

 4. "Haunter versus Kadabra," aired on May 20, 1999.

 5. Transcribed from a recorded interview with Cecile DiNozzi in
 Pound Ridge, New York.





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