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    The Pop Theology of Videogames: Producing and Playing with Religion

    The Pop Theology of Videogames by Wildt, Lars de;

    Producing and Playing with Religion

    Series: Games and Play; 8;

      • GET 20% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice GBP 105.00
      • 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.

        47 407 Ft (45 150 Ft + 5% VAT)
      • Discount 20% (cc. 9 481 Ft off)
      • Discounted price 37 926 Ft (36 120 Ft + 5% VAT)
      • Discount is valid until: 30 June 2026

    42 667 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.

    Short description:

    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.

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    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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