Al Hsu writes about how Dungeons & Dragons (and gamer culture in general) triumphed over its conservative Christian critics:
It occurs to me now that in the Gygax vs. Gothard smackdown, Gygax ultimately triumphed. Why? I think because whereas Gothard and other conservative Christians defensively attacked D&D out of fears of Satan worship, Gygax and D&D created an appealing world and fascinating narrative that people could enter into. It was participatory, and it also created community. Rogers notes, "You needed at least three people to play — two adventurers and one Dungeon Master to guide the game — so Dungeons & Dragons was social. Demented and sad, but social."
That was my experience with gaming. Although the games themselves were interesting, it was largely a means to an end: social contact for an extremely socially isolated boy. Role-playing games were the perfect social activity. More so than a pickup game of basketball or watching a movie with friends, RPGs are driven by communication, empathy, and friendship.
I find myself missing gamer life, these days, in large part due to the social isolation of the pastorate. The pastor hat rarely comes off and although I have friends and colleagues and accountability partners, I don't have buddies anymore. And I miss that.