Gaming and the Divine: A New Systematic Theology of Video Games
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This book formulates a new theological approach to the study of religion in gaming. Video games have become one of the most important cultural artifacts of modern society, both as mediators of cultural, social, and religious values and in terms of commercial success. This has led to a significant increase in the critical analysis of this relatively new medium, but theology as an academic discipline is noticeably behind the other humanities on this subject. The book first covers the fundamentals of cultural theology and video games. It then moves on to set out a Christian systematic theology of gaming, focusing on creational theology, Christology, anthropology, evil, moral theology, and thanatology. Each chapter introduces case studies from video games connected to the specific theme. In contrast to many studies which focus on online multiplayer games, the examples considered are largely single player games with distinct narratives and 'end of game' moments. The book concludes by synthesizing these themes into a new theology of video games. This study addresses a significant aspect of contemporary society that has yet to be discussed in any depth by theologians. It is, therefore, a fantastic resource for any scholar engaging with the religious aspects of digital and popular culture. Cover Half Title Series Title Copyright Contents Preface Acknowledgments Introduction a. Religion and video games: an intriguing combination b. Video games as loci theologici c. Video gaming as a religious act d. How to read this book 1 Fundamentals I: a theology of culture a. The problem of religion in Western Europe b. A history of cultural theology c. From Deus abitus to Deus incognitus 2 Fundamentals II: a study of games a. Definitions. What is a video game? b. Methodology. How to study video games? c. Focus. The five shapes of religion in video games 3 Theomorphism: creational theology a. Three divine attributes: the imperfect player b. The player/developers as demiurges c. Theomorphism: imago Dei e. Humans: created co-creators 4 Christophorism: christology a. The legend of Saint Christopher b. The myth of the self-sacrificial hero c. The Christophoric game protagonist d. The Christophoric player: forgiving e. The Christophoric player: descending 5 Homo roboticus: theological anthropology a. Angels and robots as ‘thought experiments’ b. The Talos Principle: the virtue of disobedience c. The Turing Test: morality, creativity and language d. Homo roboticus: AI and the imago Dei 6 Kyrie eleison: theodicy and the problem of evil a. Theodicy: Si deus, unde malum? b. Case 1: testing Blazkowicz c. Case 2: an abandoning God d. Case 3: Shaw’s theodicy e. Secular theodicy: Si non deus, unde malum? 7 The wicked problem of being alive: ethics a. The invisible judge. Morality systems b. Some problems are just so wicked c. Kill ’m, but don’t steal from ’m (tame problems) d. Minding the tree (semi-wicked) e. I chose Rapture (really wicked) f. When everything fails (super wicked) 8 Game over: Thanatology a. Dying is trying. Player’s death b. Do not panic, you’ll be copied (actual death) c. Do not panic, you’re safe (avoid death) d. Do panic, you’re actually dead (permadeath) e. To die of a sin. Theological reflections 9 God’s delusion: Religion critique in video games a. Religion as a problem to be solved b. ‘A kingdom on a cloud’. Religion as fraud/illusion c. ‘I love you above all else’. Religion as blind obedience d. ‘There will be a reckoning’. Religion as violence e. ‘You must die and become gods’. Religion as madness f. ‘The Sodom below’. Religion as intolerance/suppression g. Digital iconoclasm. Internalizing the religion critique Conclusion: a systematic theology of video games a. Video games as loci theologici b. Video gaming as a religious act c. The conscious player: sacramental play? Index
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