This chapter concludes that there is a disjunction between the production and consumption of religion in videogames. On the one hand, the production of games leads to a commodification and “sameness” of religion in videogames, hollowing out the meaning of religious practice and belief. On the other hand, the consumption of games leads to meaningful public debate and individual (ir)religious experience, reasserting inter-religious conversation in the post-secular. This conclusion argues that religious signs are first turned into “simulacra” by game developers, and then played with and negotiated by players, resulting in a “pop theology.” That is, an exchange of belief for play as the epistemological strategy for relating to religion in post-...
Video games offer a liberating, virtual-community building and meaning-making out-of-body experience...
Despite theories of secularization, millions of video game players freely engage with fictional worl...
This chapter argues on the basis of 35 interviews with independent developers (most centrally from t...
This chapter concludes that there is a disjunction between the production and consumption of religio...
Young people in the West are more likely to encounter religion in videogames than in places of worsh...
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...
Players of videogames are talking about religion. Despite longstanding theories of Western religious...
Players of videogames are talking about religion. Despite longstanding theories of Western religious...
This chapter builds on the previous chapter by conducting in-depth interviews with 20 players: Why d...
Videogames are an expressive medium. Much like with other forms for entertainment and popular cultur...
This chapter takes a look into the offices of Ubisoft Montréal, which is with 3500 staff members the...
This study is an analysis of religion in video games and makes the case that more formal work needs ...
Many games play with religious symbols or construct symbolic universes to be understood as religi...
Every day, millions of players around the world engage in fictional worlds that appear profoundly re...
Video games offer a liberating, virtual-community building and meaning-making out-of-body experience...
Despite theories of secularization, millions of video game players freely engage with fictional worl...
This chapter argues on the basis of 35 interviews with independent developers (most centrally from t...
This chapter concludes that there is a disjunction between the production and consumption of religio...
Young people in the West are more likely to encounter religion in videogames than in places of worsh...
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...
Players of videogames are talking about religion. Despite longstanding theories of Western religious...
Players of videogames are talking about religion. Despite longstanding theories of Western religious...
This chapter builds on the previous chapter by conducting in-depth interviews with 20 players: Why d...
Videogames are an expressive medium. Much like with other forms for entertainment and popular cultur...
This chapter takes a look into the offices of Ubisoft Montréal, which is with 3500 staff members the...
This study is an analysis of religion in video games and makes the case that more formal work needs ...
Many games play with religious symbols or construct symbolic universes to be understood as religi...
Every day, millions of players around the world engage in fictional worlds that appear profoundly re...
Video games offer a liberating, virtual-community building and meaning-making out-of-body experience...
Despite theories of secularization, millions of video game players freely engage with fictional worl...
This chapter argues on the basis of 35 interviews with independent developers (most centrally from t...