Roll for Communitas: Examining Intersections of Ritual and Play in Dungeons & Dragons

Author Information

Katie JonesFollow

Subject Area

Anthropology

Description

In the tabletop role-playing game Dungeons & Dragons, players have the freedom to be whoever they want and do whatever they want. Although most definitely a game, Dungeons & Dragons also exhibits characteristics suggestive of a ritual. This study examines how intersections of ritual and play (“ritualized play”) manifest within the context of Dungeons & Dragons. In testing Matan Shapiro’s theory of “ritualized play” (that play experiences and ritual experiences can be enacted within the same event), I argue that this concept applies to Dungeons & Dragons. Through engagement in a ritualized play space, D&D players yield rewards of both play and ritual, namely the ability to reject/subvert the social order, the ability to ratify/uphold the social order, and a sense of communitas. However, rituals aren’t always enacted perfectly, threatening the “ritual” aspect of Dungeons & Dragons, and resulting in a failure to produce the rewards promised.

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May 17th, 12:00 AM

Roll for Communitas: Examining Intersections of Ritual and Play in Dungeons & Dragons

In the tabletop role-playing game Dungeons & Dragons, players have the freedom to be whoever they want and do whatever they want. Although most definitely a game, Dungeons & Dragons also exhibits characteristics suggestive of a ritual. This study examines how intersections of ritual and play (“ritualized play”) manifest within the context of Dungeons & Dragons. In testing Matan Shapiro’s theory of “ritualized play” (that play experiences and ritual experiences can be enacted within the same event), I argue that this concept applies to Dungeons & Dragons. Through engagement in a ritualized play space, D&D players yield rewards of both play and ritual, namely the ability to reject/subvert the social order, the ability to ratify/uphold the social order, and a sense of communitas. However, rituals aren’t always enacted perfectly, threatening the “ritual” aspect of Dungeons & Dragons, and resulting in a failure to produce the rewards promised.