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DiGRA
The paper begins from a common critique in game scholarship of how fantasy games depict magic.
This paper proposes a novel hermeneutic for analyzing magic systems in fantasy games by applying Antoine Faivre's criteriology of Western esotericism. The central argument is that Faivre's framework offers game scholars a new vocabulary to articulate mechanisms of "enchantment" in ludic magic, addressing common critiques that game magic often feels "disenchanted" or "wonderless." This approach draws a parallel between the "disenchantment of the world" theory by Max Weber and the perceived lack of depth in digital game magic.
The methodology involves explaining Faivre's four essential components of Western esotericism as a form of thought: Correspondences (symbolic connections between physical and spiritual worlds), Living Nature (a cosmos imbued with inner light), Imagination and Mediations (rituals and symbols revealing spiritual connections), and Experience of Transmutation (humanity and nature's capacity for divine states). The paper then demonstrates the application of this theory through close readings of ludic magic systems and their narrative designs. A purposively sampled cross-section of twelve titles, spanning diverse game genres, platforms, and eras, is used to illustrate the presence of Faivre's esoteric criteria. Examples include Dungeons & Dragons for Correspondences, Magic: The Gathering for Living Nature, Potion Craft: Alchemist Simulator for Imagination and Mediations, and Diablo III for Transmutation.
The paper is conceptual, aiming to bridge existing theories across disciplines and broaden the scope of thinking about magic in games. It seeks to provide a framework for understanding the spiritual and affective dimensions of magic in games, inviting future scholarship to scrutinize game designs that either produce or hinder enchantment, similar to how religion in games is studied.
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DiGRA · 2026