feed icon rss

Your email was sent successfully. Check your inbox.

An error occurred while sending the email. Please try again.

Proceed reservation?

Export
  • 1
    Online Resource
    Online Resource
    Amsterdam :Amsterdam University Press,
    UID:
    almahu_9949576444402882
    Format: 1 online resource (160 pages)
    Edition: 1st ed.
    ISBN: 9789048555130
    Series Statement: Games and Play Series ; v.8
    Note: Cover -- Table of Contents -- Acknowledgements -- 1. Introduction -- Part I .Producing Religion: "Which Choices Lead Game Makers to Use Religion in their Videogames?" -- 2. Making Religion at Ubisoft -- 3. Indie-pendent: The Art-house Gods of Indie Games -- Part II. Consuming Religion: "How do Players Make Sense of and Relate to Religion in Videogames?" -- 4. Public Religion on Videogame Forums -- 5. Single-player Religion -- Part III. Conclusion -- 6. Pop Theology -- Bibliography -- Index -- List of Figures and Tables -- Figures -- Figure 1. Around each part of developing a yearly AC release, Marketing provides the base, the Brand team guarantees a consistent, recognizable "flavour," and Editorial's approval tops the game off for release. (Based on illustration by Siripattana Sangdu -- Figure 2. The character Cosmos in Christopher Yabsley's Dungeon League is typical for a "holy Paladin," drawn from a "palette" of genre conventions. -- Figure 3. Results in the Unity Asset Store for "religio*" are mostly Christian. -- Figure 4. Excerpt from the GameFAQs forum. -- Figure 5. Excerpt from two users Debating Link's religiosity on IGN.com. -- Figure 6. The "Book of Magic" item from The Legend of Zelda, called "Bible" (バイブル) in the Japanese original. -- Figure 7. A depiction of Link praying before a crucifix and the Virgin Mary, from an official Japanese "Player's Guide" (Nintendo, 1992, p. 151). -- Tables -- Table 1. List of (former) Ubisoft Informants and Participants -- Table 2. The Settings and Periods of the Main Assassin's Creed Games -- Table 3. List of Indie Developer Respondents, with Their Past and Current Companies and Religious Positions -- Table 4. Final Ranking of Forums and Results of Searching for Discussions on Games and Religion -- Table 5. Anonymized List of Participants. , Table 6. Game Series by Number of Appearances in Unique Threads (2007-2017).
    Additional Edition: Print version: de Wildt, Lars The Pop Theology of Videogames Amsterdam : Amsterdam University Press,c2023 ISBN 9789463729864
    Language: English
    Keywords: Electronic books.
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 2
    Online Resource
    Online Resource
    Amsterdam :Amsterdam University Press,
    UID:
    almahu_9949491576402882
    Format: 1 online resource (158 pages) : , illustrations
    Edition: First edition.
    ISBN: 90-485-5513-2
    Series Statement: Games and Play ; 8.
    Content: 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.
    Note: 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. Pop Theology. -- Bibliography -- Index.
    Additional Edition: ISBN 94-6372-986-0
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 3
    Online Resource
    Online Resource
    Amsterdam : Amsterdam University Press
    UID:
    gbv_1853336238
    Format: 1 Online-Ressource (160 p.)
    ISBN: 9789463729864
    Series Statement: Games and Play
    Content: 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
    Note: English
    Language: Undetermined
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 4
    Online Resource
    Online Resource
    Amsterdam : Amsterdam University Press
    UID:
    kobvindex_HPB1371971485
    Format: 1 online resource (138 pages) , illustrations.
    ISBN: 9048555132 , 9789048555130
    Series Statement: Games and Play
    Content: 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.
    Note: "Amsterdam University Press" , 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 . , Frontmatter -- , Table of Contents -- , List of Figures and Tables -- , Acknowledgements -- , 1. Introduction -- , Part I Producing Religion: "Which Choices Lead Game Makers to Use Religion in their Videogames?" -- , 2. Making Religion at Ubisoft -- , 3. Indie-pendent: The Art-house Gods of Indie Games -- , Part II Consuming Religion: "How do Players Make Sense of and Relate to Religion in Videogames?" -- , 4. Public Religion on Videogame Forums -- , 5. Single-player Religion -- , Part III Conclusion -- , 6. Pop Theology -- , Bibliography -- , Index
    Additional Edition: Print version: ISBN 9789463729864
    Language: English
    Keywords: Electronic books.
    URL: JSTOR
    URL: Image
    URL: Cover
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 5
    Online Resource
    Online Resource
    Amsterdam : Amsterdam University Press
    UID:
    gbv_1845113802
    Format: 1 Online-Ressource (138 pages) , illustrations
    ISBN: 9048555132 , 9789048555130
    Series Statement: Games and Play
    Content: 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
    Note: "Amsterdam University Press" , 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
    Additional Edition: ISBN 9789463729864
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 9789463729864
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 6
    Online Resource
    Online Resource
    Amsterdam :Amsterdam University Press,
    UID:
    edoccha_9961046821202883
    Format: 1 online resource (158 pages) : , illustrations
    Edition: First edition.
    ISBN: 90-485-5513-2
    Series Statement: Games and Play ; 8.
    Content: 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.
    Note: 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. Pop Theology. -- Bibliography -- Index.
    Additional Edition: ISBN 94-6372-986-0
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 7
    Online Resource
    Online Resource
    Amsterdam :Amsterdam University Press,
    UID:
    edocfu_9961046821202883
    Format: 1 online resource (158 pages) : , illustrations
    Edition: First edition.
    ISBN: 90-485-5513-2
    Series Statement: Games and Play ; 8.
    Content: 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.
    Note: 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. Pop Theology. -- Bibliography -- Index.
    Additional Edition: ISBN 94-6372-986-0
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
Close ⊗
This website uses cookies and the analysis tool Matomo. Further information can be found on the KOBV privacy pages