TY - GEN AU - Bosman,F.G.(Frank) TI - The Sacred & the Digital. Critical Depictions of Religions in Video Games SN - books978-3-03897-831-2 PY - 2019/// PB - MDPI - Multidisciplinary Digital Publishing Institute KW - imaginary worlds KW - play KW - Isaac KW - criticism of religion KW - games and religion studies KW - American history KW - football videogames KW - cults KW - new religious movements KW - subcreation KW - ritual practices KW - Ethos KW - digital games KW - stereotypes KW - child abuse KW - game-immanent KW - religious studies KW - Assassin’s Creed KW - game mechanics KW - Dishonored KW - secular KW - science KW - religious violence KW - moral decision making KW - fundamentalism KW - video games KW - occulture KW - critique of religion KW - game KW - religion in games KW - Bible KW - religion studies KW - Western esotericism KW - transmedial worlds KW - science fiction KW - studies KW - sacred KW - paranormal KW - Mythos KW - karma KW - Fallout 3 KW - video game KW - religion criticism KW - theology KW - religion KW - contemplation KW - game studies KW - post-apocalypse KW - transmedia storytelling KW - content analysis KW - transmediality KW - game worlds KW - society for psychical research KW - Catholicism KW - Horizon: Zero Dawn KW - storyworlds KW - Evangelicalism KW - world-building N1 - Open Access N2 - Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue UR - https://mdpi.com/books/pdfview/book/1253 UR - https://directory.doabooks.org/handle/20.500.12854/58761 ER -