Playing the Other: Role-playing religion in videogames

被引:10
|
作者
de Wildt, Lars [1 ]
Aupers, Stef [2 ]
机构
[1] Katholieke Univ Leuven, Inst Media Studies, Parkstr 45,Box 3603, B-3000 Leuven, Belgium
[2] Katholieke Univ Leuven, Inst Media Studies, Media Culture, Leuven, Belgium
关键词
Intersectionality; Othering; post-secular society; religion; roleplay; videogames; GENDER; REPRESENTATION; WORLD;
D O I
10.1177/1367549418790454
中图分类号
G [文化、科学、教育、体育]; C [社会科学总论];
学科分类号
03 ; 0303 ; 04 ;
摘要
In contemporary 'post-secular society', videogames like Assassin's Creed, BioShock Infinite or World of Warcraft are suffused with religious elements. Departing from a critique on studies perceiving such in-game representations as discriminatory forms of religious Othering, the main research question of this article is: how does role-playing the (non-)religious Other in games affect the worldview of players? The study is based on a qualitative analysis of in-depth interviews held with 20 international players from different (non-)religious backgrounds. Rather than seeing religion in games as representations of 'Othering', the analysis demonstrates that players from different (non-)religious beliefs take on different worldviews while role-playing the (non-)religious Other. Atheists relativize their own position, opening up to the logic of religious worldviews; Christians, Hindus and Muslims, in turn, compare traditions and may draw conclusions about the similarities underlying different world religions. Other players 'slip into a secular mindset', gradually turning towards the position of a 'religious none'. It is concluded that playing the religious Other in videogames provides the opportunity to suspend (non-)religious worldviews and empathize with the (non-)religious Other. The relevance of these findings is related to broader sociological debates about 'post-secular society' and the alleged increase of religious fundamentalism, conflict and mutual Othering.
引用
收藏
页码:867 / 884
页数:18
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