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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Détails bibliographiques
Auteur principal: Wildt, Lars (Auteur)
Type de support: Électronique Livre
Langue:Anglais
Vérifier la disponibilité: HBZ Gateway
Fernleihe:Fernleihe für die Fachinformationsdienste
Publié: Amsterdam Amsterdam University Press 2023
Dans:Année: 2023
Collection/Revue:Games and Play 8
Sujets non-standardisés:B Videogames, religion, production studies, consumption studies, qualitative sociology
B NON-CLASSIFIABLE
B Video Games Religious aspects
Accès en ligne: Cover (lizenzpflichtig)
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Édition parallèle:Erscheint auch als: 9789463729864
Description
Résumé: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
ISBN:9048555132
Accès:Open Access
Persistent identifiers:DOI: 10.1515/9789048555130