The Pop Theology of Videogames: Producing and Playing with Religion

Young people in the West are more likely to encounter religion in videogames than in places of worship like churches, mosques or temples. Lars de Wildt interviews developers and players of games such as Assassin’s Creed to find out how and why the Pop Theology of Videogames is so appealing to modern...

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Bibliographic Details
Main Author: Wildt, Lars (Author)
Format: Electronic Book
Language:English
Check availability: HBZ Gateway
Fernleihe:Fernleihe für die Fachinformationsdienste
Published: Amsterdam Amsterdam University Press 2023
In:Year: 2023
Series/Journal:Games and Play 8
Further subjects:B Videogames, religion, production studies, consumption studies, qualitative sociology
B NON-CLASSIFIABLE
B Video Games Religious aspects
Online Access: Cover (lizenzpflichtig)
Volltext (doi)
Volltext (kostenfrei)
Volltext (kostenfrei)
Parallel Edition:Erscheint auch als: 9789463729864

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505 8 0 |t Frontmatter 
505 8 0 |t Table of Contents 
505 8 0 |t List of Figures and Tables 
505 8 0 |t Acknowledgements 
505 8 0 |t 1. Introduction 
505 8 0 |t Part I Producing Religion: “Which Choices Lead Game Makers to Use Religion in their Videogames?” 
505 8 0 |t 2. Making Religion at Ubisoft 
505 8 0 |t 3. Indie-pendent: The Art-house Gods of Indie Games 
505 8 0 |t Part II Consuming Religion: “How do Players Make Sense of and Relate to Religion in Videogames?” 
505 8 0 |t 4. Public Religion on Videogame Forums 
505 8 0 |t 5. Single-player Religion 
505 8 0 |t Part III Conclusion 
505 8 0 |t 6. Pop Theology 
505 8 0 |t Bibliography 
505 8 0 |t Index 
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520 |a Young people in the West are more likely to encounter religion in videogames than in places of worship like churches, mosques or temples. Lars de Wildt interviews developers and players of games such as Assassin’s Creed to find out how and why the Pop Theology of Videogames is so appealing to modern audiences. Based on extensive fieldwork, this book argues that developers of videogames and their players engage in a ‘Pop Theology’ through which laymen reconsider traditional questions of religion by playing with them. Games allow us to play with religious questions and identities in the same way that children play at being a soldier, or choose to ‘play house.’ This requires a radical rethinking of religious questions as no longer just questions of belief or disbelief; but as truths to be tried on, compared, and discarded at will 
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