Not-So-Sacred Quests: Religion, Intertextuality and Ethics in Videogames

Love, M. C. (2011). Not-So-Sacred Quests: Religion, Intertextuality and Ethics in Videogames. Religious Studies and Theology, 29(2), 191–213. https://doi.org/10.1558/rsth.v29i2.191
Full description
While many videogames are replete with religious images and intertextuality, the role and purpose of religion and religious intertextuality in videogames has not been extensively examined. The author lists some examples of religion in a variety of videogame genres and reflects on some of the functions religion and religious intertextuality perform in videogames. He then proceeds to closely play a videogame, Bethesda Softworks The Elder Scrolls IV: Oblivion, to examine the roles religion plays in one videogame. The author finds that the religion in videogames operates as cultural critique and challenges the close player to reflect on her/his identity by demanding the player to ethically evaluate her/his actions in the game world.
- typeImage
- created on
- file formatjpeg
- file size31 KB
- container titleReligious Studies & Theology
- creatorMark Cameron Love
- issn1747-5414 (online)
- issue29.2
- publisherEquinox Publishing Ltd.
- publisher placeSheffield, United Kingdom
- rights holderEquinox Publishing Ltd.
- volume
- doi
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