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Author de Wildt, Lars author.

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

Publication Info. Amsterdam Amsterdam University Press

Copies

Location Call No. OPAC Message Status
 Axe JSTOR Open Ebooks  Electronic Book    ---  Available
Description 1 online resource (138 pages) illustrations.
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
digital rdatr
Series Games and Play
Games and Play.
Note "Amsterdam University Press"
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 .
Summary 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.
Note Vendor-supplied metadata.
Contents Frontmatter -- Table of Contents -- List of Figures and Tables -- Acknowledgements -- 1. Introduction -- Part I Producing Religion: "Which Choices Lead Game Makers to Use Religion in their Videogames?" -- 2. Making Religion at Ubisoft -- 3. Indie-pendent: The Art-house Gods of Indie Games -- Part II Consuming Religion: "How do Players Make Sense of and Relate to Religion in Videogames?" -- 4. Public Religion on Videogame Forums -- 5. Single-player Religion -- Part III Conclusion -- 6. Pop Theology -- Bibliography -- Index
Bibliography Includes bibliographical references and index.
Subject Video games -- Religious aspects.
Video games -- Religious aspects -- Christianity.
Jeux vidéo -- Aspect religieux -- Christianisme.
Religion: general.
Computer games / online games: strategy guides.
GAMES / Video & Electronic.
SOCIAL SCIENCE / Sociology of Religion.
SOCIAL SCIENCE / Media Studies.
Video games -- Religious aspects
Sociology.
Religion: general.
Computer games / online games: strategy guides.
Indexed Term Film, Media, and Communication
FMC
Contemporary Society
CONTEMP SOC
Digital and Social Media
DIG & SM
Game Studies
GAME
Media Studies
MEDIA
Religion and Theology
REL & THEOL
Videogames, religion, production studies, consumption studies, qualitative sociology
Other Form: Print version: 9789463729864
ISBN 9048555132 (electronic bk.)
9789048555130 (electronic bk.)
Standard No. 10.1515/9789048555130 doi
AU@ 000073968158

 
    
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