I'm not "after" anything per se, other then to propose that framing it as a subjective experience (like cognitive dissonance) is a better starting point to discuss it compared to some of the other ways (ie., arguments) I've heard in the past.
While I share the ... reticence ... of
@Gradine ... I will add this-
I think that this is an interesting topic. I like the idea. I agree that framing it as "cognitive dissonance" is likely going to get more people to participate than ludonarrative dissonance.
As a general rule, I tend to think of this in terms of
suspension of disbelief, which is the term that people are familiar with from literature and films- but as more particularly applied to games. In other words, when are you able to avoid critically thinking about something in order to enjoy it?
At a fundamental level, all roleplaying games are both games and fictions, just as all literature is imprecise words that are abstractions and all films are necessarily untrue. The extent to which you can suspend your disbelief while playing will often determine your enjoyment.
That said, it is my opinion that this is often quite subjective. For example, someone who is enjoying playing a game
qua game might not be bothered by the hit point mechanic at all, because they are emotionally invested in the rolling of the dice and combat, while someone invested in the game as simulation of an independent reality would be thrown off by the hit point mechanic. In other words, people will have completely different reactions to identical mechanics.
Any way, I'll check in later- great thread starter!