This chapter builds on the previous chapter by conducting in-depth interviews with 20 players: Why do they individually play with religion? and How do they adopt worldviews (albeit temporarily) that are not usually theirs? Players, whether atheists, Hindus, Christians, Muslims, self-identified Pagans or of other convictions, all have one thing in common: they are prompted by games to enter worlds with different beliefs than theirs, taking up identities of religious “Others” that do not share their own religious convictions of everyday life
Videogame companies are selling religion to an overwhelmingly secular demographic. Ubisoft, the bigg...
In ‘secular’ Western societies, religious topics permeate media texts of books, films, series and ga...
This bachelor's thesis is concerned mainly with experiences of live action role-playing games player...
This chapter builds on the previous chapter by conducting in-depth interviews with 20 players: Why d...
This chapter focuses on player communities. Based on an analysis of discussions on religion in games...
In an age of supposed secularization, millions of players are engaging daily with fictional worlds t...
Every day, millions of players around the world engage in fictional worlds that appear profoundly re...
Despite theories of secularization, millions of video game players freely engage with fictional worl...
This chapter concludes that there is a disjunction between the production and consumption of religio...
This chapter takes a look into the offices of Ubisoft Montréal, which is with 3500 staff members the...
Young people in the West are more likely to encounter religion in videogames than in places of worsh...
Players of videogames are talking about religion. Despite longstanding theories of Western religious...
Millions of people play video games every day, which makes the game industry among the biggest conte...
In this chapter, Stef Aupers, Julian Schaap, and Lars de Wildt argue that a “game-centered” orient
Players of videogames are talking about religion. Despite longstanding theories of Western religious...
Videogame companies are selling religion to an overwhelmingly secular demographic. Ubisoft, the bigg...
In ‘secular’ Western societies, religious topics permeate media texts of books, films, series and ga...
This bachelor's thesis is concerned mainly with experiences of live action role-playing games player...
This chapter builds on the previous chapter by conducting in-depth interviews with 20 players: Why d...
This chapter focuses on player communities. Based on an analysis of discussions on religion in games...
In an age of supposed secularization, millions of players are engaging daily with fictional worlds t...
Every day, millions of players around the world engage in fictional worlds that appear profoundly re...
Despite theories of secularization, millions of video game players freely engage with fictional worl...
This chapter concludes that there is a disjunction between the production and consumption of religio...
This chapter takes a look into the offices of Ubisoft Montréal, which is with 3500 staff members the...
Young people in the West are more likely to encounter religion in videogames than in places of worsh...
Players of videogames are talking about religion. Despite longstanding theories of Western religious...
Millions of people play video games every day, which makes the game industry among the biggest conte...
In this chapter, Stef Aupers, Julian Schaap, and Lars de Wildt argue that a “game-centered” orient
Players of videogames are talking about religion. Despite longstanding theories of Western religious...
Videogame companies are selling religion to an overwhelmingly secular demographic. Ubisoft, the bigg...
In ‘secular’ Western societies, religious topics permeate media texts of books, films, series and ga...
This bachelor's thesis is concerned mainly with experiences of live action role-playing games player...