According to religious fictionalism, a non-believer can participate in religious life by playing a game of make-believe. Considering how games of make-believe build on imagination and pretence, I argue that religious fictionalism requires the non-believing participant to engage in role-playing. Turning to the literature on role-playing games, I demonstrate how religious fictionalism conforms to a qualified definition of such games. I also explore the theoretical consequences of adopting the role-playing perspective, by considering its impact on two key issues concerning religious fictionalism
This article introduces a thematic issue of Religion that interrogates the religious use of fantasy ...
Every day, millions of players around the world engage in fictional worlds that appear profoundly re...
Tabletop role-playing games (TRPGs) provide a unique religious experience to players through three l...
To what extend can someone who treat religious discourse as fictional discourse live a religious lif...
To what extend can someone who treat religious discourse as fictional discourse live a religious lif...
Despite theories of secularization, millions of video game players freely engage with fictional worl...
Millions of people play video games every day, which makes the game industry among the biggest conte...
Young people in the West are more likely to encounter religion in videogames than in places of worsh...
While we often see games as less serious or at least less transcendental than religion there is reas...
The overall purpose of this thesis is to introduce aspects of the popular cultural expression of vir...
(in English): In videogames we frequently come across religions created by game designers for the so...
This bachelor's thesis is concerned mainly with experiences of live action role-playing games player...
Often dismissed as "not serious," the notion of play has nevertheless been at the center of classica...
Videogames are an expressive medium. Much like with other forms for entertainment and popular cultur...
In an age of supposed secularization, millions of players are engaging daily with fictional worlds t...
This article introduces a thematic issue of Religion that interrogates the religious use of fantasy ...
Every day, millions of players around the world engage in fictional worlds that appear profoundly re...
Tabletop role-playing games (TRPGs) provide a unique religious experience to players through three l...
To what extend can someone who treat religious discourse as fictional discourse live a religious lif...
To what extend can someone who treat religious discourse as fictional discourse live a religious lif...
Despite theories of secularization, millions of video game players freely engage with fictional worl...
Millions of people play video games every day, which makes the game industry among the biggest conte...
Young people in the West are more likely to encounter religion in videogames than in places of worsh...
While we often see games as less serious or at least less transcendental than religion there is reas...
The overall purpose of this thesis is to introduce aspects of the popular cultural expression of vir...
(in English): In videogames we frequently come across religions created by game designers for the so...
This bachelor's thesis is concerned mainly with experiences of live action role-playing games player...
Often dismissed as "not serious," the notion of play has nevertheless been at the center of classica...
Videogames are an expressive medium. Much like with other forms for entertainment and popular cultur...
In an age of supposed secularization, millions of players are engaging daily with fictional worlds t...
This article introduces a thematic issue of Religion that interrogates the religious use of fantasy ...
Every day, millions of players around the world engage in fictional worlds that appear profoundly re...
Tabletop role-playing games (TRPGs) provide a unique religious experience to players through three l...