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Video games about cults, social groups that are defined by their unusual religious, spiritual, or philosophical beliefs, or by their common interest in a particular personality, object, or goal. Pages in category "Video games about cults"
The first seven groups on the list were organizations identified by the Central Committee of the Chinese Communist Party and the State Council, while the second group of seven organizations were identified directly by the ministry. All groups included are considered illegal in mainland China, and are subject to prosecution under Chinese law.
New religious movements and cults have appeared as themes or subjects in literature and popular culture. Beginning in the 1700s authors in the English-speaking world began introducing members of cults as antagonists. Satanists, Yakuzas, Triads, Thuggees, and sects of the Latter Day Saint movement were popular choices.
Destructive cult is a term frequently used by the anti-cult movement. [18] Members of the anti-cult movement typically define a destructive cult as a group that is unethical, deceptive, and one that uses "strong influence" or mind control techniques to affect critical thinking skills. [32]
Deprogramming is a controversial tactic that seeks to dissuade someone from "strongly held convictions" [1] such as religious beliefs. Deprogramming purports to assist a person who holds a particular belief system—of a kind considered harmful by those initiating the deprogramming—to change those beliefs and sever connections to the group associated with them.
Cult of the Lamb is centered around a lamb, controlled by the player, who is tasked with forming a cult in order to appease the deity "The One Who Waits". Having saved the player character's life at the start of the game, it instructs them to embark on roguelite-style "crusades" by venturing out into one of the game's four regions in order to defeat various enemies (so-called "heretics").
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Audience cults which have hardly any organization because participants/consumers lack significant involvement. Client cults, in which the service-providers exhibit a degree of organization in contrast to their clients. Client cults link into moderate-commitment social networks through which people exchange goods and services.