The word has become game: researching religion in digital games

In this article, the author proposes a multi-layered methodology for researching religion in video games. The author differentiates between five levels at which religion can be encountered in video games and/or video game research: material, referential, reflexive, ritual and meta level. These level...

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Bibliographic Details
Main Author: Bosman, Frank 1978- (Author)
Format: Electronic Article
Language:English
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Published: Heidelberg University Publishing 2016
In: Online - Heidelberg journal of religions on the internet
Year: 2016, Volume: 11, Pages: 28-45
Standardized Subjects / Keyword chains:B Computer game / Religion / Religiosity
Further subjects:B Theology
B Narratology
B ludology
B Methodology
B Religion
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Description
Summary:In this article, the author proposes a multi-layered methodology for researching religion in video games. The author differentiates between five levels at which religion can be encountered in video games and/or video game research: material, referential, reflexive, ritual and meta level. These levels range from explicitly religious to implicitly religious, from game-immanent to game-transcendent, and from developer-intended to gamer-experienced. In this context, the author proposes a four-step methodology, which incorporates insights from both game-immanent and actor-centered approaches: internal reading (playing the game), internal research (collection of in-game information), external reading (mapping the intermedial relationships), and external research (gathering out-game information). Before doing so, the author proposes a new definition of video games as ‘digital, playable (narrative) texts’ that incorporate both ludological and narratological elements.
ISSN:1861-5813
Contains:Enthalten in: Online - Heidelberg journal of religions on the internet
Persistent identifiers:DOI: 10.17885/heiup.rel.2016.0.23626
URN: urn:nbn:de:bsz:16-heiup-rel-236260