Hobgoblin
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A psychological horror novel about a boy whose fantasy game blurs with reality.
The text positions Hobgoblin as a serious examination of mental health rather than mere entertainment. Coyne uses the medium of roleplaying games to discuss deep-seated neuroses. The story mirrors other works from that era by linking the protagonist’s condition to his gaming habits. It reflects the intense media coverage surrounding incidents like the Egbert steam tunnel event. The narrative implies a necessary separation between fantasy play and adult life. Readers interested in the intersection of mythology and psychology will find value here. The book does not offer simple escapism but rather a critique of immersion.
Published in 2015 by Dover Publications, this edition reissues Coyne’s 1981 novel. The original work emerged during the height of Dungeons & Dragons popularity. It responded to urban myths about gamers dying in university tunnels, such as the Egbert steam tunnel incident.
📝 Description: Hobgoblin
💎 Our verdict on Hobgoblin
📖 Why choose it
Why this book is worth reading
Readers interested in the intersection of mythology and psychology will find value here, particularly those examining the cultural impact of early fantasy gaming. This book suits individuals seeking a critique of immersion rather than simple escapism. It offers a specific look at how urban myths influenced literature during that era. Fans of gothic fiction will appreciate its exploration of eroding sanity through the lens of ancient magic and contemporary horror. It is ideal for those who want to understand the neurotic needs underlying roleplaying games without receiving lighthearted adventure.
⭐ Reader reviews
Reader rating
Coyne crafts a serious examination of mental health using the medium of roleplaying games to discuss deep-seated neuroses. The narrative effectively mirrors other works from that era by linking the protagonist’s condition to his gaming habits, creating a tense atmosphere where fantasy blurs with reality. While it shares thematic ground with Mazes & Monsters, it offers a more critical perspective on immersion. This book suits readers interested in psychological horror and the cultural impact of early fantasy gaming. It is less suitable for those seeking lighthearted adventure, but valuable for understanding the era's anxieties about fantasy play and adult life.
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📖 From the series “Dover Literature: Gothic/Horror”
🏛 Books from this publisher Dover Publications
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