Description

Book Synopsis
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.

Table of Contents
Chapter 1. Introduction
Part I. Producing Religion “Which choices lead game-makers to use religion in their videogames?”
Chapter 2. Making Religion at Ubisoft
Chapter 3. Indie-pendent: the Arthouse Gods of Indie games
Part II. Consuming Religion “How do players make sense of and relate to religion in videogames?”
Chapter 4. Public Religion on Videogame Forums
Chapter 5. Single-player Religion
Part III. Conclusion
Chapter 6. Conclusion: Pop Theology.
Complete bibliography
Index .

The Pop Theology of Videogames: Producing and

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    A Hardback by Lars de Wildt

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      View other formats and editions of The Pop Theology of Videogames: Producing and by Lars de Wildt

      Publisher: Amsterdam University Press
      Publication Date: Publication Date: 19/04/2023
      ISBN13: 9789463729864, 978-9463729864
      ISBN10: 9463729860

      Description

      Book Synopsis
      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.

      Table of Contents
      Chapter 1. Introduction
      Part I. Producing Religion “Which choices lead game-makers to use religion in their videogames?”
      Chapter 2. Making Religion at Ubisoft
      Chapter 3. Indie-pendent: the Arthouse Gods of Indie games
      Part II. Consuming Religion “How do players make sense of and relate to religion in videogames?”
      Chapter 4. Public Religion on Videogame Forums
      Chapter 5. Single-player Religion
      Part III. Conclusion
      Chapter 6. Conclusion: Pop Theology.
      Complete bibliography
      Index .

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