Playing the Other: Role-playing religion in videogames
L De Wildt, S Aupers - European Journal of Cultural Studies, 2019 - journals.sagepub.com
European Journal of Cultural Studies, 2019•journals.sagepub.com
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-) …
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-) …
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.