The Pop Theology of Videogames : : Producing and Playing with Religion / / Lars de Wildt.

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 m...

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Superior document:Games and Play ; 8.
VerfasserIn:
Place / Publishing House:Amsterdam : : Amsterdam University Press,, 2023.
Year of Publication:2023
Edition:First edition.
Language:English
Series:Games and play (Amsterdam, Netherlands)
Physical Description:1 online resource (158 pages) :; illustrations
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spelling De Wildt, Lars, author.
The Pop Theology of Videogames : Producing and Playing with Religion / Lars de Wildt.
First edition.
Amsterdam : Amsterdam University Press, 2023.
1 online resource (158 pages) : illustrations
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
Games and Play ; 8.
Description based on publisher supplied metadata and other sources.
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.
Includes bibliographical references and index.
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. Pop Theology. -- Bibliography -- Index.
This eBook is made available Open Access under a CC BY-NC-ND 4.0 license: https://creativecommons.org/licenses/by-nc-nd/4.0https://www.aup.nl/en/publish/open-access
Video games Religious aspects Christianity.
Video games Religious aspects.
Videogames, religion, production studies, consumption studies, qualitative sociology.
94-6372-986-0
Games and play (Amsterdam, Netherlands)
language English
format eBook
author De Wildt, Lars,
spellingShingle De Wildt, Lars,
The Pop Theology of Videogames : Producing and Playing with Religion /
Games and Play ;
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. Pop Theology. -- Bibliography -- Index.
author_facet De Wildt, Lars,
author_variant w l d wl wld
author_role VerfasserIn
author_sort De Wildt, Lars,
title The Pop Theology of Videogames : Producing and Playing with Religion /
title_sub Producing and Playing with Religion /
title_full The Pop Theology of Videogames : Producing and Playing with Religion / Lars de Wildt.
title_fullStr The Pop Theology of Videogames : Producing and Playing with Religion / Lars de Wildt.
title_full_unstemmed The Pop Theology of Videogames : Producing and Playing with Religion / Lars de Wildt.
title_auth The Pop Theology of Videogames : Producing and Playing with Religion /
title_new The Pop Theology of Videogames :
title_sort the pop theology of videogames : producing and playing with religion /
series Games and Play ;
series2 Games and Play ;
publisher Amsterdam University Press,
publishDate 2023
physical 1 online resource (158 pages) : illustrations
edition First edition.
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. Pop Theology. -- Bibliography -- Index.
isbn 90-485-5513-2
94-6372-986-0
callnumber-first G - Geography, Anthropology, Recreation
callnumber-subject GV - Leisure and Recreation
callnumber-label GV1469
callnumber-sort GV 41469.34 R45 D495 42023
illustrated Illustrated
dewey-hundreds 700 - Arts & recreation
dewey-tens 790 - Sports, games & entertainment
dewey-ones 794 - Indoor games of skill
dewey-full 794.8
dewey-sort 3794.8
dewey-raw 794.8
dewey-search 794.8
work_keys_str_mv AT dewildtlars thepoptheologyofvideogamesproducingandplayingwithreligion
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hierarchy_parent_title Games and Play ; 8.
is_hierarchy_title The Pop Theology of Videogames : Producing and Playing with Religion /
container_title Games and Play ; 8.
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