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KUSHIEL'S BELOVED AND ST.
BERNADETTE'S: RELIGIOUS PRACTICE
IN ONLINE ROLE-PLAY
COMMUNITIES
Jean-Paul DuQuette
University of Macau
14th International Conference on Religion and Spirituality in Society
Complutense University, Madrid
May 23, 2024
PREFACE:
A BIBLE STUDY SESSION AT
ST. BERNADETTE’S
RELIGION IN ROLE-PLAY
• Took place online.
• Took place in a virtual world
community using avatars.
• Participants are all role-playing.
• The priest is not a priest.
• The children are not children.
• The parents might be parents…but
they’re not the parents of the children.
• But the lesson / message is ‘real’.
SECOND LIFE:
A PROTO-METAVERSE
• Released in 2003 by Philip Rosedale’s
Linden Lab (Au, 2008)
• A persistent, contiguous, 3D graphical
chat environment
• Resident-based economy with its own
currency
• Arguably still the most popular (non
MMORPG) MUVE online
COMMUNITIES WITHIN SL
• Educational (e.g. languages, building,
scripting, etc.)
• Social / chat
• Recreational (live music, art galleries)
• Role-play (historical, fantasy, sexual)
ROLE-PLAY IN SL:
LARP ADJACENT
• LARPs are embodied in the player
(Stenros & MacDonald, 2013).
• LARPs are co-created
• LARPS are emergent
• LARPS are reflexive - “players
experience both fictive and real worlds
in a dialogic relationship” (Hoover, et
al., 2018).
• LARPs require inter-immersion
(pretending together).
ROLE-PLAY IN SL:
ATYPICAL PARTICULARITIES
• Less game, more improv.
• No game master.
• Social interaction (which can include
romance) is the focus.
• Shares similarities with asynchronous
online freeform play (Hammer, 2018),
especially emphasis on text over voice.
• Few norms regarding IC (in character) vs.
OOC (out of character) (which can lead to
bleed (Montola, 2010; Bowman 2015) and
other issues.
A LOOK AT RELIGION AND RITUAL IN
THREE SL ROLE-PLAY GROUPS
•1. The Firefly
Companion’s Guild
•2. The Night/Moon
Court (New Elua)
•3. St. Bernadette’s
RESEARCH QUESTIONS
•How do these groups
integrate religion /
spirituality into their
communities?
•Why do they feel the
need to do it?
METHODOLOGY
• Qualitative and ethnographic, focusing
on participant observation.
• In the CG (2016-2020). All other
research was done (2022-2024).
• Discourse analysis of semi-structured
interviews, classes, informal activities,
and recorded ceremonies with
participants and event leaders.
• Methodologically atheist (Berger, 1967)
i.e. not concerned with truth
propositions or authenticity.
1. THE FIREFLY COMPANIONS GUILD
• A role-play finishing school and adult
RP group loosely based on Joss
Whedon’s Firefly.
• Incorporates Tibetan Buddhism, &
Japanese geisha and tea culture into
their curriculum.
• While there were more than 100 active
members at its peak of popularity, as of
2023 it hovered around 30-50
members.
TIBETAN BUDDHISM IN THE
COMPANION’S GUILD
• Dakini Land
• Buddhawheel
• Priestess training
• Meditation classes
• Integration into other rituals
• Focus on spiritual intermediaries (i.e.
guru culture)
• Performative spirituality (Grieve, 2017)
driven by role-play
MANDALAS OF VAJRAYOGINI
• A Tantric Buddhist goddess and dakini
(“a Tantric term for female practioners,
adepts, spirits and dieties” (Shaw, 2006,
p. 359)).
• An unselfish deity that strives for the
well-being of others and the
destruction of their egos
• Appropriate for those people with
passionate natures (which she can
change into more enlightened virtues)
(Gyatso, 1996; Shaw, 2006)
2. THE NIGHT / MOON COURT
• Based on the fantasy novels of
Jacqueline Carey (Carey, 2001).
• Adult themes make it similar to the
Companion’s Guild
• Conflict within the group led to a
transformation from fantasy to sci-fi –
New Elua
• Focuses on opportunities for dedicated
IC role-play and OOC socializing
NATIVE AMERICAN THEMED
HEALING RITUALS
• Unlike the Companion’s
Guild, these are primarily
OOC.
• Resemble secular support
groups.
• Some ceremonies in the
group are IC, but are
members only.
3. ST. BERNADETTE’S
• Entirely different than the previous two.
• A Catholic church for IC family role-
players.
• Regular services and Sunday School
lessons.
• Specifically for non-adult rated role-
play.
DISCUSSION:
WHY DO ROLE-PLAYERS FEEL THE NEED
TO INCLUDE RELIGION AND RITUAL?
1) THE COMPANIONS GUILD AS A
TRANSMEDIA HYBRID NRM
• Religon and ritual was reported
to have an impact on
psychological well-being
outside of the magic circle of
role-play (Huizinga, 1955).
• Practice-based / dogma-light
interactions in role-play
provide an opening for Guild
participants initially averse or
ambivalent to religion /
spirituality.
ROLE-PLAY AS AN INTRODUCTION
TO BUDDHISM
• “While the Guild hasn't turned me into a Buddhist by any stretch, I
do know I'm operating under a perception of concepts like
attachment that I didn't have before.” (Lysana, private
conversation, 13/4/18)
• “The Guild training, particularly the meditation element, gave me
a social self-awareness that my previous meditation training
hadn't addressed. Varahi is not only a gifted teacher but an
originator and has effectively created a new spiritual tradition.”
(Beeflin, private conversation, 13/4/18)
2) THE MOON COURT AS ON ONLINE
FRIEND GROUP, BOTH IC AND OOC
• There are RP based rituals,
but…
• Many religion-themed
activities spring from offline
backgrounds and goodwill,
not a desire for RP
immersion.
• New Elua itself is evidence of
close-knit OOC friendships
within the group.
SPIRITUAL ACTIVITIES ARE SUPPORT AND
(PRIMARILY) SEPARATE FROM RP
• “The spiritual activities DO increase group cohesion…I mean, look at
Facebook groups. there are a lot of big groups based around health, or
mental issues, or whatever, with people meeting complete strangers and
leaning on them for support.”
• “So, for our group, we have a lot of wiccans and a lot of atheists. The faux
spiritual framework of the Kushiel books, gives us a sort of mutual
groundwork that "normies" get from church groups, I think. But that's just
my opinion.”
J. (SL interview, 4.4.24)
3)ST. BERNADETTE: IMMERSION AND
VALIDATION
• IC but not “unserious”.
• Started at the request of the family sim
owner.
• Run by a former priest in RL.
• Why family RP in the first place? It’s “a
willing act of pretense to pretend their
way into a fictional time-space in
exchange for a deeper childlike
enjoyment of its splendor” (Schrier,
Torner & Hammer, 2018; Saler (2012).
IC BUT SERIOUS
• “I think that some on SL want a place they can pray and meditate and be with
others. Many are unable to go to a RL church.”
• “We are on a family sim, so we do have adult avis and child avis. To be honest, I
think of the person behind the avi.”
• “There are a few places that are serious. Unfortunately there are also some creepy
and unserious places…On the sim we are at, we have a security team that makes
sure people here follow TOS (Terms of Service) and are not ‘bad’”. F. Chris (Discord
interview, 2.4.24)
CAVEAT:
AMBIGUITIES IN SL ROLE-PLAY
• There are few clear norms in SL
role-play.
• Even SL role-players in one
group may not understand the
motivations of others in other
groups.
• Case studies like these are
difficult to generalize.
SECOND LIFE RELIGION:
PLAYFUL, BUT NOT PLAY
• “Do you really think most people
don't understand the seriousness of
many online communities?” J. (SL
interview, 4.4.24)
• Though religion and spirituality are
integrated into role-play in different
ways in different role-play
communities, there is an
assumption that this is for RL (real
life).
IT’S NOT FOR THE ROLE-PLAY, IT’S FOR
THE ROLE-PLAYER
• Religion in the groups studied is not
(primarily) for immersion.
• Spiritual dimension as justification – for
time spent in play.
• Validation – that one’s hobby is
meaningful outside of the circle of play.
• Camaraderie – to reassure members
that outside of RP, they are thoughtful
and caring people.
RELIGION IS INCLUDED NOT FOR RP
IMMERSION, BUT BECAUSE IT’S SEEN AS A
VITAL ASPECT OF HUMAN INTERACTION
PHOTOS
•All photos by Jean-Paul DuQuette except:
•Slide 4, Patrick Kovarik (The Independent, 2022)
•Slide 6: Steve Mitchell (Getty Images, 2023)
•Slide 16,17: Fiona Fei (2020)
•
REFERENCES
• Au, W.J. (2008). The making of Second Life. HarperCollins.
• Berger, P. (1967). The sacred canopy. Anchor.
• Bowman, S.L. (2015). Bleed: The spillover between player and character. Nordiclarp.org. https://nordiclarp.org/2015/03/02/bleed-the-spillover-between-player-and-character
• Carey, J. (2001) Kushiel’s Dart. Tor Books.
• Grieve, G.P. (2017). Cyber Zen: Imagining authentic Buddhist identity, community, and practices in the virtual world of Second Life. New York: Routledge.
• Gyatso, G.K. (1997). Guide to Dakini Land: The Highest Yoga Tantra Practice of Buddha Vajrayogini. USA: Tharpa Publications.
• Hoover, S. Simkins, D., Deterding, S., Meldman, D. & Brown, A. (2018). Performance Studies and Role-Playing Games. In J. Zagal and S. Deterding (Eds.). Role-playing game studies: A
transmedia approach. (pp. 213-226). Routledge.
• Huizinga, J. (1955). Homo ludens: A study of the play element in culture. Boston, MA: The Beacon Press
• Montola, M. (2010). The Positive Negative Experience in Extreme Role-playing. Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players.
• Saler, M. (2012). As if: Modern enchantment and the literary prehistory of virtual reality. Oxford University Press.
• Shaw, M. (2006). Buddhist Goddesses of India. Princeton University Press.
• Schrier, K., Torner, E. & Hammer, J. (2018). Worldbuilding in role-playing games. In J. Zagal and S. Deterding (Eds.). Role-playing game studies: A transmedia approach. (pp. 349-363).
Routledge
• Stenros, J. & MacDonald, J. (2013, October 28). Aesthetics of Action. Jaako Stenros. https://petterkarlsson.se/2013/10/28/jaakko-stenros-aesthetics-of-action

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Kushiels Beloved and St Bernadettes.pptx

  • 1. KUSHIEL'S BELOVED AND ST. BERNADETTE'S: RELIGIOUS PRACTICE IN ONLINE ROLE-PLAY COMMUNITIES Jean-Paul DuQuette University of Macau 14th International Conference on Religion and Spirituality in Society Complutense University, Madrid May 23, 2024
  • 2. PREFACE: A BIBLE STUDY SESSION AT ST. BERNADETTE’S
  • 3. RELIGION IN ROLE-PLAY • Took place online. • Took place in a virtual world community using avatars. • Participants are all role-playing. • The priest is not a priest. • The children are not children. • The parents might be parents…but they’re not the parents of the children. • But the lesson / message is ‘real’.
  • 4. SECOND LIFE: A PROTO-METAVERSE • Released in 2003 by Philip Rosedale’s Linden Lab (Au, 2008) • A persistent, contiguous, 3D graphical chat environment • Resident-based economy with its own currency • Arguably still the most popular (non MMORPG) MUVE online
  • 5. COMMUNITIES WITHIN SL • Educational (e.g. languages, building, scripting, etc.) • Social / chat • Recreational (live music, art galleries) • Role-play (historical, fantasy, sexual)
  • 6. ROLE-PLAY IN SL: LARP ADJACENT • LARPs are embodied in the player (Stenros & MacDonald, 2013). • LARPs are co-created • LARPS are emergent • LARPS are reflexive - “players experience both fictive and real worlds in a dialogic relationship” (Hoover, et al., 2018). • LARPs require inter-immersion (pretending together).
  • 7. ROLE-PLAY IN SL: ATYPICAL PARTICULARITIES • Less game, more improv. • No game master. • Social interaction (which can include romance) is the focus. • Shares similarities with asynchronous online freeform play (Hammer, 2018), especially emphasis on text over voice. • Few norms regarding IC (in character) vs. OOC (out of character) (which can lead to bleed (Montola, 2010; Bowman 2015) and other issues.
  • 8. A LOOK AT RELIGION AND RITUAL IN THREE SL ROLE-PLAY GROUPS •1. The Firefly Companion’s Guild •2. The Night/Moon Court (New Elua) •3. St. Bernadette’s
  • 9. RESEARCH QUESTIONS •How do these groups integrate religion / spirituality into their communities? •Why do they feel the need to do it?
  • 10. METHODOLOGY • Qualitative and ethnographic, focusing on participant observation. • In the CG (2016-2020). All other research was done (2022-2024). • Discourse analysis of semi-structured interviews, classes, informal activities, and recorded ceremonies with participants and event leaders. • Methodologically atheist (Berger, 1967) i.e. not concerned with truth propositions or authenticity.
  • 11. 1. THE FIREFLY COMPANIONS GUILD • A role-play finishing school and adult RP group loosely based on Joss Whedon’s Firefly. • Incorporates Tibetan Buddhism, & Japanese geisha and tea culture into their curriculum. • While there were more than 100 active members at its peak of popularity, as of 2023 it hovered around 30-50 members.
  • 12. TIBETAN BUDDHISM IN THE COMPANION’S GUILD • Dakini Land • Buddhawheel • Priestess training • Meditation classes • Integration into other rituals • Focus on spiritual intermediaries (i.e. guru culture) • Performative spirituality (Grieve, 2017) driven by role-play
  • 13. MANDALAS OF VAJRAYOGINI • A Tantric Buddhist goddess and dakini (“a Tantric term for female practioners, adepts, spirits and dieties” (Shaw, 2006, p. 359)). • An unselfish deity that strives for the well-being of others and the destruction of their egos • Appropriate for those people with passionate natures (which she can change into more enlightened virtues) (Gyatso, 1996; Shaw, 2006)
  • 14. 2. THE NIGHT / MOON COURT • Based on the fantasy novels of Jacqueline Carey (Carey, 2001). • Adult themes make it similar to the Companion’s Guild • Conflict within the group led to a transformation from fantasy to sci-fi – New Elua • Focuses on opportunities for dedicated IC role-play and OOC socializing
  • 15. NATIVE AMERICAN THEMED HEALING RITUALS • Unlike the Companion’s Guild, these are primarily OOC. • Resemble secular support groups. • Some ceremonies in the group are IC, but are members only.
  • 16. 3. ST. BERNADETTE’S • Entirely different than the previous two. • A Catholic church for IC family role- players. • Regular services and Sunday School lessons. • Specifically for non-adult rated role- play.
  • 17. DISCUSSION: WHY DO ROLE-PLAYERS FEEL THE NEED TO INCLUDE RELIGION AND RITUAL?
  • 18. 1) THE COMPANIONS GUILD AS A TRANSMEDIA HYBRID NRM • Religon and ritual was reported to have an impact on psychological well-being outside of the magic circle of role-play (Huizinga, 1955). • Practice-based / dogma-light interactions in role-play provide an opening for Guild participants initially averse or ambivalent to religion / spirituality.
  • 19. ROLE-PLAY AS AN INTRODUCTION TO BUDDHISM • “While the Guild hasn't turned me into a Buddhist by any stretch, I do know I'm operating under a perception of concepts like attachment that I didn't have before.” (Lysana, private conversation, 13/4/18) • “The Guild training, particularly the meditation element, gave me a social self-awareness that my previous meditation training hadn't addressed. Varahi is not only a gifted teacher but an originator and has effectively created a new spiritual tradition.” (Beeflin, private conversation, 13/4/18)
  • 20. 2) THE MOON COURT AS ON ONLINE FRIEND GROUP, BOTH IC AND OOC • There are RP based rituals, but… • Many religion-themed activities spring from offline backgrounds and goodwill, not a desire for RP immersion. • New Elua itself is evidence of close-knit OOC friendships within the group.
  • 21. SPIRITUAL ACTIVITIES ARE SUPPORT AND (PRIMARILY) SEPARATE FROM RP • “The spiritual activities DO increase group cohesion…I mean, look at Facebook groups. there are a lot of big groups based around health, or mental issues, or whatever, with people meeting complete strangers and leaning on them for support.” • “So, for our group, we have a lot of wiccans and a lot of atheists. The faux spiritual framework of the Kushiel books, gives us a sort of mutual groundwork that "normies" get from church groups, I think. But that's just my opinion.” J. (SL interview, 4.4.24)
  • 22. 3)ST. BERNADETTE: IMMERSION AND VALIDATION • IC but not “unserious”. • Started at the request of the family sim owner. • Run by a former priest in RL. • Why family RP in the first place? It’s “a willing act of pretense to pretend their way into a fictional time-space in exchange for a deeper childlike enjoyment of its splendor” (Schrier, Torner & Hammer, 2018; Saler (2012).
  • 23. IC BUT SERIOUS • “I think that some on SL want a place they can pray and meditate and be with others. Many are unable to go to a RL church.” • “We are on a family sim, so we do have adult avis and child avis. To be honest, I think of the person behind the avi.” • “There are a few places that are serious. Unfortunately there are also some creepy and unserious places…On the sim we are at, we have a security team that makes sure people here follow TOS (Terms of Service) and are not ‘bad’”. F. Chris (Discord interview, 2.4.24)
  • 24. CAVEAT: AMBIGUITIES IN SL ROLE-PLAY • There are few clear norms in SL role-play. • Even SL role-players in one group may not understand the motivations of others in other groups. • Case studies like these are difficult to generalize.
  • 25. SECOND LIFE RELIGION: PLAYFUL, BUT NOT PLAY • “Do you really think most people don't understand the seriousness of many online communities?” J. (SL interview, 4.4.24) • Though religion and spirituality are integrated into role-play in different ways in different role-play communities, there is an assumption that this is for RL (real life).
  • 26. IT’S NOT FOR THE ROLE-PLAY, IT’S FOR THE ROLE-PLAYER • Religion in the groups studied is not (primarily) for immersion. • Spiritual dimension as justification – for time spent in play. • Validation – that one’s hobby is meaningful outside of the circle of play. • Camaraderie – to reassure members that outside of RP, they are thoughtful and caring people.
  • 27. RELIGION IS INCLUDED NOT FOR RP IMMERSION, BUT BECAUSE IT’S SEEN AS A VITAL ASPECT OF HUMAN INTERACTION
  • 28. PHOTOS •All photos by Jean-Paul DuQuette except: •Slide 4, Patrick Kovarik (The Independent, 2022) •Slide 6: Steve Mitchell (Getty Images, 2023) •Slide 16,17: Fiona Fei (2020) •
  • 29. REFERENCES • Au, W.J. (2008). The making of Second Life. HarperCollins. • Berger, P. (1967). The sacred canopy. Anchor. • Bowman, S.L. (2015). Bleed: The spillover between player and character. Nordiclarp.org. https://nordiclarp.org/2015/03/02/bleed-the-spillover-between-player-and-character • Carey, J. (2001) Kushiel’s Dart. Tor Books. • Grieve, G.P. (2017). Cyber Zen: Imagining authentic Buddhist identity, community, and practices in the virtual world of Second Life. New York: Routledge. • Gyatso, G.K. (1997). Guide to Dakini Land: The Highest Yoga Tantra Practice of Buddha Vajrayogini. USA: Tharpa Publications. • Hoover, S. Simkins, D., Deterding, S., Meldman, D. & Brown, A. (2018). Performance Studies and Role-Playing Games. In J. Zagal and S. Deterding (Eds.). Role-playing game studies: A transmedia approach. (pp. 213-226). Routledge. • Huizinga, J. (1955). Homo ludens: A study of the play element in culture. Boston, MA: The Beacon Press • Montola, M. (2010). The Positive Negative Experience in Extreme Role-playing. Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players. • Saler, M. (2012). As if: Modern enchantment and the literary prehistory of virtual reality. Oxford University Press. • Shaw, M. (2006). Buddhist Goddesses of India. Princeton University Press. • Schrier, K., Torner, E. & Hammer, J. (2018). Worldbuilding in role-playing games. In J. Zagal and S. Deterding (Eds.). Role-playing game studies: A transmedia approach. (pp. 349-363). Routledge • Stenros, J. & MacDonald, J. (2013, October 28). Aesthetics of Action. Jaako Stenros. https://petterkarlsson.se/2013/10/28/jaakko-stenros-aesthetics-of-action