I got this forwarded this morning, I'm passing  it on so you would have
the information NOT to cause any more discussion on the subject. Hope it
helps, I'd be terrified if I didn't know my kids are covered by the
Blood.
Later-
Bessie

The Dangers of Role-Playing Games
  
How POKEMON and Magic Cards Affect the Minds and Values of Children
by Berit Kjos <www.crossroad.to>
For pictures of the Pokemon world, click here: http://www.pokemon.com/
You may also want to read the comments from Pokemon fans and our
response
to 
their questions.

-------------------------------------------------------------------------
-----
--

"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 Poh-keh-mon), and they have
stirred 
up some mixed reactions.

 
Ash and Pikachu on "loot bag" 
and napkin. "Gotta catch them all" 

"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. 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.4

Obviously, Ash didn't understand the supernatural powers he had
confronted. 
Neither do most young Pokeman fans today. Unless they know God and His 
warnings, 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. . . ."

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.
But 
when she learned that a local Christian school had banned them because
of

their link to the occult, she changed her mind.

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. So
when 
some of the kids wanted to watch the afternoon Pokemon cartoon on
television, 
Barb again had to say "no." It's not easy to be parents these days.

Cecile DiNozzi would agree. Back in 1995, her son's elementary school
had

found a new, exciting way to teach math. The Pound Ridge Elementary
school 
was using Magic: the Gathering, the role-playing game called which, like 
Dungeons and Dragons, has built a cult following among people of all
ages

across the country.

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"6 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. Children from Christian homes may have learned to say,
"Thy 
will be done," but in the role-playing world, this prayer is twisted
into
"My 
will be done!" God, parents, and pastors no longer fit into the picture 
fantasized by the child.

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. 

WHAT CAN PARENTS DO?

It's hard to teach restraint to children who are begging for
gratification. 
Wanting to please rather than overreact, we flinch at the thought of
being 
called censors once again. Parental authority simply doesn't fit the 
fast-spreading new views of social equality taught through the media and 
schools. Yet, we must obey God. He has told us to train our children to 
choose His way (Proverbs 22:6), and we can't turn back now.

If you share my concerns, you may want to follow these suggestions. They
will 
help you equip your child with the awareness needed to resist occult 
entertainment:

1. First, look at God's view of contemporary toys, games and cartoons.
As
a 
family, read Scriptures such as Ephesians 5:8-16, 6:10-18 (the armor of
God); 
Philippians 4:8-9; and Colossians 2:9. Compare them with the values 
encouraged by Pokemon and other role-playing games.

2. Share your observations. Spark awareness in a young child with
comments 
such as, "That monster looks mean!" or "That creature reminds me of a 
dragon," along with "Did you know that in the Bible, serpents and
dragons

always represent Satan and evil?"

3. To teach young children a Biblical attitude toward evil before they
learn 
to delight in gross, ugly characters, make comments such as, "Who would
want 
to play with that evil monster? I don't even like to look at him. Let's
find 
something that makes us feel happy inside."

4. Model wise decision-making. Tell your child why you wouldn't want to
buy 
certain things for yourself.

When your child wants a questionable game or toy, ask questions that are 
prayerfully adapted to your child's age, such as:

1. What does this game teach you (about power, about magic, about God,
about 
yourself)? Discuss both obvious and subtle messages.

2. Does it have anything to do with supernatural power? If so, what is
the 
source of that power? Does it oppose or agree with God's Word?

3. What does it teach about violence or immorality and their
consequences?

4. Does the game or toy have symbols or characteristics that link it to
New 
Age or occult powers?

5. Does it build godly character?

In a nation consumed with self-indulgence, self-fulfillment, and 
self-empowerment, godly self-denial seems strangely out of place. But
God

commanded it, and Jesus demonstrated it. Dare we refuse to acknowledge
it? 
According to the age of your child, discuss Jesus' words in Matthew
16:24-26, 
then allow the Holy Spirit to direct your application.

Far more than earthly parents, God wants His children to be content and
full 
of joy. But He knows better than to give us all the things we want.
Instead, 
He gave us His word as a standard for what brings genuine peace and 
happiness. The apostle Paul summarized it well:

"Whatever things are true, whatever things are noble, whatever things
are

just, whatever things are pure, whatever things are lovely, whatever
things 
are of good report, if there is any virtue and if there is anything 
praiseworthy - let your mind dwell on these things." (Philippians 4:7-8)

After hearing God's warning and praying for His wisdom, nine-year-old
Alan 
Brannan decided to throw away all his Pokemon cards. "My friend did the 
same," said his mother. "Her twelve year old son had been having
nightmares. 
But after a discussion with his parents about the game and its symbols,
he 
was convicted to burn his cards and return his Gameboy game. That night
slept 
well for the first time in a month."

"It seemed to us that these cards had some sort of power," continued
DiAnna 
Brannan. "Another nine-year-boy had stolen money from his mother's purse 
($7.00) to buy more cards. When questioned, he confessed and said he had 
heard the devil urging him to do it. The family quickly gathered in
prayer, 
then saw God's answer. Both the boy and his little sister burned their
cards, 
warned their friends, and discovered the joy and freedom that only comes
from 
following their Shepherd. 

___________________________________________________________

Please take time to read the comments from Pokemon fans and my response
to 
their questions.
___________________________________________________________
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.asp (On August 28 we
discovered 
that the ads for Magic: the Gathering have apparently been deleted from
the 
latter website. We printed the pages with the ads in May 1999)

3.http://www.wizards.com/pokemon/Rules/Welcome.asp

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

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

6. For practical understanding of these occult dangers read Chapters 4
and 8 
in A Twist of Faith.

___________________________________________________________________


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