Letter III - Video Games

My Dear Rottmouth, In my last letter, I failed to highlight another development of this technology and this newest creation of humans. It is with great satisfaction that I observe your diligence in exploiting modern man's predilection for amusement. Your patient’s engagement with television, films, and social media is commendable, but there is another, often more potent, weapon in our arsenal—video games.

Video games, my dear nephew, represent an extraordinary innovation in the field of distraction. Unlike the passive consumption of television or the fleeting interactions on social media, video games demand active participation, thereby ensnaring the patient in a highly immersive and addictive experience.

Consider the nature of video games: they offer a sense of achievement, purpose, and identity within a virtual realm, all while demanding an investment of time and emotional energy. The patient becomes deeply engrossed in these digital worlds, achieving victories and overcoming challenges that provide a counterfeit sense of accomplishment. This synthetic success is all the more insidious because it feels so tangible, yet it is utterly divorced from the real world.

In these virtual environments, the patient can escape from the mundanities and struggles of his actual existence. He can be a hero, a conqueror, a master strategist—anything but a flawed human being in need of the Enemy's grace; he can do anything but pursue the purposes for which our Enemy designed him. The more he invests in these illusions, the less he will engage with his real responsibilities, relationships, and, most crucially, his spiritual life.

The time consumed by these games is of particular importance. Hours upon hours can vanish in the blink of an eye, lost in quests, battles, and simulations. This relentless consumption of time ensures that the patient has little left for contemplation, prayer, or genuine human interaction. Moreover, the heightened states of excitement and frustration that games induce can leave the patient emotionally drained and less inclined toward the quiet reflection necessary for spiritual growth.

Video games also excel in fostering a sense of isolation. While they may offer online communities and social interactions, these are poor substitutes for the depth and richness of real human connections. The patient may believe he is building friendships and social networks, but these are often shallow and transient, lacking the intimacy and support that come from true relationships.

Additionally, the content of these games frequently glorifies violence, greed, lust, and other vices. By immersing the patient in a world where such behaviors are rewarded, we subtly erode his moral compass. He becomes desensitized to cruelty, dishonesty, and selfishness, making him more susceptible to our influence in his real-life decisions and actions.

Encourage your patient to view his gaming habits as harmless recreation, a well-deserved break from the rigors of daily life. Convince him that it is a legitimate way to relax and unwind. As he becomes more absorbed in these digital worlds, he will gradually lose sight of the Enemy's reality and the true purpose of his existence.

Remember, Rottmouth, our aim is to keep the patient’s mind and soul so preoccupied with the trivial that he becomes blind to the eternal. Video games are a splendid tool for achieving this end. Keep him playing, keep him engaged, and most importantly, keep him distracted from the Enemy’s truth and the enemy's purposes for his life. He is of little threat to us in this state.

Your affectionate uncle,

Wormwood

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Letter IV - Porn

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Letter II - Distraction and Entertainment