Prospects for the Convergence of Religious and Gaming Activities in the Post-Secular Era

Dmitriy Javorskiy
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Abstract

The article explores the relationship between religion and play as two types of activity. The relevance of this comparison is dictated by the fact that a playful attitude to religion is fraught with conflict situations, since under certain conditions it borders on sacrilege, "insulting the feelings of believers". The author of the article proceeds from the fact that in order to clarify the boundaries and areas of intersection of religion and the game, it is advisable to clarify the concept of religion. The "classical" concept of religion, as shown by a whole series of religious studies and historical studies, is essentially Christian-centered, therefore, in order to enter a broader subject field, it requires revision. An appeal to anthropology and the history of religion shows that religious practices do not exclude, in principle, a gaming relationship. Moreover, in some historically and anthropologically fixed religions, the game is an integral part of the relationship to the superhuman world of gods and spirits. Even in the Christian tradition, remnants of the game component of religious practices remain, for example, in the form of carnivals. The author comes to the conclusion that the separation of religion from the game occurs only in Modern times, when the very concept of religion becomes clearer, and religion in scientific, political and legal discourse is separated from other activities (science, politics, art, economics, etc.). Therefore, paradoxical as it may seem at first glance, the separation of the game and religion is a side effect of secularization. The postsecular situation allows for the convergence of religion and games in a variety of forms: in the cultural and historical reconstruction of "neo-paganism", in the parody practices of "Pastafarianism", in the form of cosplay "Jedi", etc. The blurring of the boundary between religion and play in modern culture is facilitated by aesthetic practices that cultivate the so-called "post-irony" is a special communicative state in which participants are not able to accurately determine the pragmatic status of messages sent and received, and it is this discrepancy in interpretations that generates conflict situations, the theoretical understanding of which is devoted to the article.
后世俗时代宗教与游戏活动融合的前景
本文探讨了宗教与游戏这两种活动之间的关系。这种比较的相关性是由这样一个事实决定的,即对宗教的玩笑态度充满了冲突,因为在某些情况下,它接近于亵渎,“侮辱信徒的感情”。本文的作者从明确宗教与游戏的界限和交集区域入手,首先要明确宗教的概念。一系列的宗教研究和历史研究表明,“古典”的宗教概念本质上是以基督教为中心的,因此,为了进入更广阔的学科领域,需要对其进行修正。从人类学和宗教史的角度来看,宗教实践在原则上并不排斥游戏关系。此外,在一些历史上和人类学上固定的宗教中,游戏是与神和精神的超人世界关系的一个组成部分。即使在基督教传统中,宗教活动的游戏成分的残余仍然存在,例如,以嘉年华的形式。作者得出结论,宗教与游戏的分离只发生在现代,当时宗教的概念变得更加清晰,科学,政治和法律话语中的宗教与其他活动(科学,政治,艺术,经济等)分离。因此,乍一看似乎有些矛盾,游戏和宗教的分离是世俗化的副作用。后世俗情境允许宗教和游戏以多种形式融合:在“新异教”的文化和历史重建中,在“Pastafarianism”的戏仿实践中,在“绝地武士”的cosplay形式中,等等。审美实践促进了现代文化中宗教与游戏之间界限的模糊,所谓的“后反讽”是一种特殊的交际状态,在这种状态下,参与者无法准确地确定发送和接收的信息的语用状态,正是这种解释上的差异产生了冲突情境,本文致力于对其进行理论理解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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