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|a UAMI
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|a de Wildt, Lars
|e author.
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|a The Pop Theology of Videogames
|b Producing and Playing with Religion
|c Lars de Wildt.
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|a 202304
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|a Amsterdam
|b Amsterdam University Press
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|a 1 online resource (138 pages)
|b illustrations.
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a digital
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|a Games and Play
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|a "Amsterdam University Press"
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|a 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 .
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|a 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.
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|a Vendor-supplied metadata.
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|t Frontmatter --
|t Table of Contents --
|t List of Figures and Tables --
|t Acknowledgements --
|t 1. Introduction --
|t Part I Producing Religion: "Which Choices Lead Game Makers to Use Religion in their Videogames?" --
|t 2. Making Religion at Ubisoft --
|t 3. Indie-pendent: The Art-house Gods of Indie Games --
|t Part II Consuming Religion: "How do Players Make Sense of and Relate to Religion in Videogames?" --
|t 4. Public Religion on Videogame Forums --
|t 5. Single-player Religion --
|t Part III Conclusion --
|t 6. Pop Theology --
|t Bibliography --
|t Index
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|a JSTOR
|b Books at JSTOR Open Access
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|a JSTOR
|b Books at JSTOR All Purchased
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|a Video games
|x Religious aspects.
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|a Religion: general.
|2 bicssc
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|a Computer games / online games: strategy guides.
|2 bicssc
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|a GAMES / Video & Electronic.
|2 bisacsh
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|a SOCIAL SCIENCE / Sociology of Religion.
|2 bisacsh
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|a SOCIAL SCIENCE / Media Studies.
|2 bisacsh
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|a Video games
|x Religious aspects.
|2 fast
|0 (OCoLC)fst01910310
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|a Sociology.
|2 thema
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|a Religion: general.
|2 thema
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|a Computer games / online games: strategy guides.
|2 thema
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|a Film, Media, and Communication
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|a FMC
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|a Contemporary Society
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|a CONTEMP SOC
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|a Digital and Social Media
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|a DIG & SM
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|a Game Studies
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|a GAME
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|a Media Studies
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|a MEDIA
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|a Religion and Theology
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|a REL & THEOL
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|a Videogames, religion, production studies, consumption studies, qualitative sociology
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|i Print version:
|z 9789463729864
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|a Games and Play.
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|u https://jstor.uam.elogim.com/stable/10.2307/jj.1640540
|z Texto completo
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|a Knowledge Unlatched
|b KNOW
|n 299b74f1-0858-4d83-8b03-694892b1af66
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|a De Gruyter
|b DEGR
|n 9789048555130
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|a YBP Library Services
|b YANK
|n 304804475
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|a Amsterdam University Press
|b AUPA
|n 9789048555130
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|a 92
|b IZTAP
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