RT Article T1 Religion as resource in digital games JF Online - Heidelberg journal of religions on the internet VO 5 SP 183 OP 196 A1 Thames, Ryan LA English PB Heidelberg University Publishing YR 2014 UL https://ixtheo.de/Record/1471265617 AB Religion has long had a place in digital games, particularly in the fantasy role-playing game genre. Prominent games in this genre such as the Baldur’s Gate series, the Elder Scrolls games of Oblivion and Skyrim, and even sci-fi fantasy such as Star Wars: Knights of the Old Republic all address themes of religion through the presence of deities, cults, and/or strict codes of morality. This paper explores the role of religion in these games in relation to the player character, in terms of both narrative involvement and of the game system itself. I argue that, while all these games portray religion as a moving force of change in their respective worlds, the player character’s contact with religion is structured such that it becomes primarily a resource—a tool to be used on the path to accumulating power. I then examine some alternative possibilities suggested by these games’ designs. K1 Digital Games K1 Ethics K1 Morality K1 Religion K1 role-playing K1 single-player K1 Video Games DO 10.11588/rel.2014.0.12165