The study of religion and video games is a subfield of digital religion, which the American scholar of communication, Heidi Campbell, defines as "Religion that is constituted in new ways through digital media and cultures." (Campbell, 2012, p. 3).[1] Video games once struggled for legitimacy as a cultural product, today, however, they are both business and art.[2]Video games increasingly turn to religion not just as ornament but as core elements of their video game design and play.[3][4][5] Games involve moral decision,[6] rely on invented religions,[7] and allow users to create and experience virtual religious spaces.[8][9] As one of the newest forms of entertainment, however, there is often controversy and moral panic when video games engage religion,[10] for instance, in Insomniac Games' use of the Manchester Cathedral in Resistance: Fall of Man.[11] Concepts and elements of contemporary and ancient religions appear in video games in various ways: places of worship are a part of the gameplay of real-time strategy games like Age of Empires; narratively, games sometimes borrow themes from religious traditions like in Mass Effect 2.
^Campbell, Heidi (2012). Digital Religion: Understanding Religious Practice in New Media Worlds. New York: Routledge. p. 288. ISBN978-0415676113.
^Grieve, Greg (14 February 2016). "Video Games and Religious Studies". www.religiousstudiesproject.com (Podcast). Interviewed by David McConeghy. Atlanta, Georgia. Archived from the original on 29 March 2023. Retrieved 22 August 2023.
^Campbell, Heidi; et al. (2015), "Why Religious Studies Should Pay Attention to Religion in Gaming", Journal of the American Academy of Religion: 1–24
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Gregory, Rabia (2014). "Chapter 6: Citing The Medieval: Using Religion as World-Building Infrasturcuture in Fantasy". In Campbell, Heidi; Grieve, Grieve (eds.). Playing with Religion and Digital Games. Rou. pp. 134–154. ISBN978--0-253-01253-1.
^Grieve, Gregory (2016). Cyber Zen: Imagining Authentic Buddhist Identity, Community, and Practices in the Virtual World of Second Life. New York: Routledge. ISBN978-0415628730.
^Reichmuth P, Werning S (2006). "Pixel Pashas, Digital Djinns". ISIM Review. 18 (1): 46–47.
^Campbell, Heidi; Gregory, Gregory Price (2014). "Introduction: What Playing With Religion Offers Digital Games". In Campbell, Heidi; Grieve, Gregory PRice (eds.). Playing with Religion and Digital Games. Indiana University Press. pp. 1–21.