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

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How to Cite:
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.

  • type
    Image
  • created on
  • file format
    jpeg
  • file size
    31 KB
  • container title
    Religious Studies & Theology
  • creator
    Mark Cameron Love
  • issn
    1747-5414 (online)
  • issue
    29.2
  • publisher
    Equinox Publishing Ltd.
  • publisher place
    Sheffield, United Kingdom
  • rights holder
    Equinox Publishing Ltd.
  • volume
  • doi