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The Pop Theology of Videogames : Producing and Playing with Religion /

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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Detalles Bibliográficos
Autor principal: de Wildt, Lars (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Amsterdam Amsterdam University Press
Colección:Book collections on Project MUSE.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a de Wildt, Lars  |e author. 
245 1 4 |a The Pop Theology of Videogames :   |b Producing and Playing with Religion /   |c Lars de Wildt. 
264 1 |a Amsterdam  |b Amsterdam University Press 
264 3 |a Baltimore, Md. :  |b Project MUSE,   |c 0000 
300 |a 1 online resource:   |b illustrations. 
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338 |a online resource  |b cr  |2 rdacarrier 
490 0 |a Games and Play 
500 |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 . 
500 |a "Amsterdam University Press" 
506 0 |a Open Access  |f Unrestricted online access  |2 star 
520 |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. 
588 |a Description based on print version record. 
650 7 |a Computer games / online games: strategy guides.  |2 thema 
650 7 |a Religion: general.  |2 thema 
650 7 |a Sociology.  |2 thema 
650 7 |a SOCIAL SCIENCE / Media Studies.  |2 bisacsh 
650 7 |a SOCIAL SCIENCE / Sociology of Religion.  |2 bisacsh 
650 7 |a GAMES / Video & Electronic.  |2 bisacsh 
650 7 |a Computer games / online games: strategy guides.  |2 bicssc 
650 7 |a Religion: general.  |2 bicssc 
655 7 |a Electronic books.   |2 local 
710 2 |a Project Muse.  |e distributor 
830 0 |a Book collections on Project MUSE. 
856 4 0 |z Texto completo  |u https://projectmuse.uam.elogim.com/book/111350/