In:
New Media & Society, SAGE Publications, Vol. 19, No. 11 ( 2017-11), p. 1744-1760
Abstract:
In ‘secular’ Western societies, religious topics permeate media texts of books, films, series and games and such texts even inform several religious-spiritual movements. Critically expanding on theories about ‘fiction-based religion’, ‘invented religion’ or ‘hyper-real religion’, this article studies if, how and why players of the massively multiplayer online role-playing game (MMORPG) World of Warcraft reflect on religious narratives in the game world and what influence it has on their personal perspective on religion. Based on interviews with 22 international players, three forms of ‘religious reflexivity’ are distinguished: (1) religious performance, an acting out of offline experiences with religion through online role-playing; (2) religious relativism, a shift from dogmatic atheism to a tolerant attitude towards religion; and (3) religious quests, an increased interest in religion and active ‘bricolage’ of online religion and official religion to create personal systems of meaning. Online games, it is concluded, can serve as laboratories where youngsters freely experiment with religion outside the established churches.
Type of Medium:
Online Resource
ISSN:
1461-4448
,
1461-7315
DOI:
10.1177/1461444816642421
Language:
English
Publisher:
SAGE Publications
Publication Date:
2017
detail.hit.zdb_id:
1476527-5
detail.hit.zdb_id:
2684519-2
detail.hit.zdb_id:
2016312-5
detail.hit.zdb_id:
2686704-7
SSG:
24,1
SSG:
3,4
SSG:
3,5
Permalink