Confabulation (confab) is the replacement of a mundane or distressing reality with a fabricated, false, or borrowed experience. When people complain about people "LARP-ing as freedom fighters" or some other cultural phenomenon, this is what they are talking about. People will talk themselves into a false state of mind, creating or adopting past experiences to replace a reality they want to ignore, supplant, enhance, or replace entirely with a new fake reality.
The current state of the hobby is full of this.
"I am my D&D character."
"I see myself in the game."
When I grew up, we never saw ourselves in the game. We were telling stories with others, and we knew about the dangers of self-insertion and getting too close to a character who could die. We never "pretended it was us" in there, and we had that one-step removal of "I am telling Frodo's story" and "seeing what happened."
This is also why the "dungeon turn" is so important. If my character dies because they ran out of torches and rations, guess what? This is that roguelike feature that early D&D had, which the new games do not. The dungeon turn is the "clicking clock of doom," just like the hourglass is in Shadowdark. If your character's fates are tied to an external turn track or timer, then we can accept their deaths more easily. We did not play by the rules, we pushed fate, and we paid the price.
In new games? No way. This is a story game, and "I am my character." I can never fail. How dare you say I am a failure? This triggers me! I can't deal with this; it hits too close to home!
If your game needs safety tools or you need to throw up the "X," then that is a red flag. Safety tools are only for story games and LARPs, not for role-playing games. In role-playing games, we have systems and simulation tools that keep us a step removed from the action, and it "never is about us as a person."
In LARPs? It is all about my persona and identity. The tools are needed. This is why I still support safety tools; they were present all the way back in the OG LARP game, Vampire: The Masquerade, where players had accepted methods to "fall out of character" and "deal with issues that come up in a LARP."
But safety tools in a pen-and-paper game? Why? Why would you be getting that close to your personal identity? Is this a LARP or is this a pen-and-paper RPG? Is somebody confusing a LARP and a tabletop game, again?
Game designers who know nothing about the hobby's history will always make this mistake. This is a clear sign of a designer coming in from other media who doesn't understand the hobby, or is trying to turn it into something else. Also, Wall Street wants this "identity gaming" thing to happen, since linking someone's sense of identity and self-worth to a commercial product generates recurring revenue.
And the YouTube live-play channels of actors will happily stay in character, only to confuse the issue.
And game designers and marketers who purposely "blur the lines" are doing the entire hobby a huge disservice. They are killing gaming and worsening mental illness in vulnerable players.
Another word for this is dissociation, a mental state in which the world feels fake, dreamlike, or detached, leading a person to substitute their own reality. This often takes the form of the game's reality replacing the real world's. This is why a lot of the new fantasy art "blurs the lines," and we see "people who look like us" and strange anachronisms, where the game's art feels like someone put on a pair of magic glasses and replaced everyone in the real world with their fantasy counterparts.
The danger is that the fantasy becomes more appealing than reality.
And people live their lives stuck in a false world.
It never ends well.
The real world will catch up.
And living in that fantasy is a helpful way to ignore real-world problems that will only get worse the longer you ignore them. It is better to use a structure to keep the game in perspective and not "live in the game's world" as your real-life "who you are."
The dungeon turn structure is a tool we used to protect ourselves from the deadly, harsh, and final reality of the game. We never had a "minigame for death" and tried to gamify that part of the game. That is ultimately gruesome and turning death into a "Russian roulette" game, that is, when you think about it, sick and very troublesome in a way.
Death was death.
Or "hovering at death's door," which simulated situations where paramedics and instant help were needed. But it was still a losing condition in that roguelike game that we played. You never threw up an "X" or had death listed on a safety tools sheet.
The game had structures and tools to protect us. And we respected the game.
And we never replaced our reality with the one in the game. It was a place we "visited" and "told stories in," but we never saw ourselves "living there" or it as a "replacement for our own reality." The Medieval world was an unforgiving, harsh, dirty, unfair, exploitative, and often poverty-ridden place of church and kings. Today's fantasy worlds are "reality replacements" in which everything is a perfect utopia, an idealized version of the real world.
If all you do is live in a fantasy world all day, you are doomed to lose the real one.

