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Pokemon Satan

pokemon Introduction

by Berit Kjos. Kjos Ministries http://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."

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 monsters. "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. 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 oring. 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. 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.'"

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. 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.

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:

"Whatsoever things are  true, whatsoever things are honest, whatsoever things are just, whatsoever  things are pure, whatsoever things are lovely, whatsoever things are of good  report; if there be any virtue, and if there be any praise, think on these  things." (Philippians 4.8)

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.

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