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    The Pop Theology of Videogames: Producing and Playing with Religion

    The Pop Theology of Videogames by de Wildt, Lars;

    Producing and Playing with Religion

    Series: Games and Play; 8;

      • Publisher's listprice GBP 100.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        50 610 Ft (48 200 Ft + 5% VAT)

    50 610 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Publisher Amsterdam University Press
    • Date of Publication 19 April 2023

    • ISBN 9789463729864
    • Binding Hardback
    • No. of pages158 pages
    • Size 234x156 mm
    • Weight 332 g
    • Language English
    • Illustrations 7 Illustrations, black & white
    • 505

    Categories

    Long description:

    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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    Table of Contents:

    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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