9789048555130.pdf

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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Γλώσσα:English
Έκδοση: Amsterdam University Press 2023
id oapen-20.500.12657-62224
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spelling oapen-20.500.12657-622242024-03-27T14:14:48Z The Pop Theology of Videogames de Wildt, Lars Videogames, religion, production studies, consumption studies, qualitative sociology thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBS Social groups, communities and identities::JBSR Social groups: religious groups and communities thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies 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. 2023-03-30T09:47:02Z 2023-03-30T09:47:02Z 2023 book 9789463729864 https://library.oapen.org/handle/20.500.12657/62224 eng Games and Play application/pdf Attribution-NonCommercial-NoDerivatives 4.0 International 9789048555130.pdf Amsterdam University Press 10.5117/9789463729864 10.5117/9789463729864 dd3d1a33-0ac2-4cfe-a101-355ae1bd857a 9789463729864 8 160 Amsterdam open access
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language English
description 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.
title 9789048555130.pdf
spellingShingle 9789048555130.pdf
title_short 9789048555130.pdf
title_full 9789048555130.pdf
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title_full_unstemmed 9789048555130.pdf
title_sort 9789048555130.pdf
publisher Amsterdam University Press
publishDate 2023
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