Millions of people play video games every day, which makes the game industry among the biggest contemporary cultural industries (ESA, 2014). Notwithstanding different genres, it has previously been assessed that games’ virtual worlds are suffused with religious and spiritual narratives, cosmologies, narratives, symbols and rituals (Krzywinska, 2006; Aupers, 2007; Campbell et al., 2014). Given the fact that most of such studies are based on textual content analysis (e.g., Šisler 2008), analyzing in-game representations of religion; the question remains if, how and why players relate to religious content while playing such games. To address this question we took on the approach developed in cultural (media) studies, i.e. focusing on the pro...
Players of videogames are talking about religion. Despite longstanding theories of Western religious...
In ‘secular’ Western societies, religious topics permeate media texts of books, films, series and ga...
Videogames are an expressive medium. Much like with other forms for entertainment and popular cultur...
Millions of people play video games every day, which makes the game industry among the biggest conte...
Despite theories of secularization, millions of video game players freely engage with fictional worl...
In an age of supposed secularization, millions of players are engaging daily with fictional worlds t...
Many games play with religious symbols or construct symbolic universes to be understood as religi...
Young people in the West are more likely to encounter religion in videogames than in places of worsh...
Despite the fact that the medium is technologically capable of an infinite number of representations...
Every day, millions of players around the world engage in fictional worlds that appear profoundly re...
This chapter focuses on player communities. Based on an analysis of discussions on religion in games...
This chapter builds on the previous chapter by conducting in-depth interviews with 20 players: Why d...
The overall purpose of this thesis is to introduce aspects of the popular cultural expression of vir...
Players of videogames are talking about religion. Despite longstanding theories of Western religious...
In this article, the author proposes a multi-layered methodology for researching religion in video g...
Players of videogames are talking about religion. Despite longstanding theories of Western religious...
In ‘secular’ Western societies, religious topics permeate media texts of books, films, series and ga...
Videogames are an expressive medium. Much like with other forms for entertainment and popular cultur...
Millions of people play video games every day, which makes the game industry among the biggest conte...
Despite theories of secularization, millions of video game players freely engage with fictional worl...
In an age of supposed secularization, millions of players are engaging daily with fictional worlds t...
Many games play with religious symbols or construct symbolic universes to be understood as religi...
Young people in the West are more likely to encounter religion in videogames than in places of worsh...
Despite the fact that the medium is technologically capable of an infinite number of representations...
Every day, millions of players around the world engage in fictional worlds that appear profoundly re...
This chapter focuses on player communities. Based on an analysis of discussions on religion in games...
This chapter builds on the previous chapter by conducting in-depth interviews with 20 players: Why d...
The overall purpose of this thesis is to introduce aspects of the popular cultural expression of vir...
Players of videogames are talking about religion. Despite longstanding theories of Western religious...
In this article, the author proposes a multi-layered methodology for researching religion in video g...
Players of videogames are talking about religion. Despite longstanding theories of Western religious...
In ‘secular’ Western societies, religious topics permeate media texts of books, films, series and ga...
Videogames are an expressive medium. Much like with other forms for entertainment and popular cultur...