Campbell, Heidi A. and Gregory Price Grieve (Eds). Playing with Religion in Digital Games.
Soukup, Paul A.
Campbell, Heidi A. and Gregory Price Grieve (Eds). Playing with
Religion in Digital Games. Bloomington and Indianapolis: Indiana
University Press, 2014. Pp. xii, 301. ISBN 978-0-253-01244-9 (cloth)
$85.00; 9780-253-01253-1 (paper) $30.00; 978-0-253-01263-0 (ebook)
$29.00.
Heidi Campbell and Gregory Grieve's edited collection
addresses the intersection of religion and video games, providing an
outstanding resource, particularly for those with interests in
communication and religion. They note that, in their volume,
"digital gaming is explored as a field filled with potential for
new insights into the place, presentation, and impact of religion within
popular culture" (p. 2). As they situate the essays, they argue
that scholars and researchers have neglected the connection between
video games and religion for four reasons: "games are widely
considered simply a form of young people's entertainment; video
games are often seen as artificial or unvalued forms of expression;
technology is thought to be secular; and virtual gaming worlds are seen
as unreal" (pp. 2-3). They then demonstrate the inaccuracy of each
of these assumptions.
A few researchers have begun the study of religion and gaming.
Their brief review of the published work (really only a handful of books
and some panels at the annual meetings of the American Academy of
Religion) indicates that researchers have followed one of several
approaches: the use of video games in religious education, the use of
religion as a plot device or narrative background in games, and the
connection between gaming and the performance of religion. Their volume
expands these directions.
Campbell and Grieve divide the volume into three equal sections,
each consisting of four chapters: explorations of religiously themed
games, religion in mainstream games, and gaming as implicit religion.
In the first section, Jason Anthony presents a helpful typology.
Looking at how games have played a role in ancient Greek religious
practice, Anthony sees four categories: didactic games meant to teach or
instruct; hestiasic games, those connected to a sacred festival or
celebration; poimenic games in which "the divine is an active,
interested player" (p. 31); and praxic games, which engage with the
sacred, as for example in seeking the divine will. For each category,
Anthony seeks contemporary digital games, but then adds some others.
Allomythic games provide a first-person entry into a religious
landscape, where players can practice one or another kind of ritual.
Allopolitical games place the player in a virtual community (Second
Life, for example) in which worship takes a natural place. Theoptic
games "embrace the category of 'god games'" in which
"the player assume[s] the role of an all-seeing power, who controls
the environmental circumstances of the game world" (p. 42).
Other studies in the first section examine specific games and
religious traditions. Isamar Carrillo Masso and Nathan Abrams present an
analysis of The Shivah, a game set in a Jewish cultural tradition and
featuring a Jewish detective. "The Shivah provides new ways and
trajectories of being Jewish that move beyond other stereotypes and is
based on the practice of Jewish faith" (p. 62). Xenia Zeiler turns
to Hinduism with an analysis of the game, Hanuman: Boy Warrior,
"the first entirely India-developed digital game based on Hindu
mythology" (p. 66). In addition to providing a summary of the game
and the debate that it triggered among Hindu organizations, which judged
it disrespectful of religion, Zeiler argues that her "analysis
uncovers the debates's underlying processes of negotiating
religious identity and authority in global, diaspora Hindu
contexts" (p. 67). Her questions, developed in the Hindu context,
apply equally well to any religiously themed game. Finally, Brenda S.
Gardenour Walter examines games that deal with supernatural horror; many
of these typically draw on Christian imagery and ideas of the occult.
Section 2 offers studies of how religion appears in mainstream
games. Vit Sisler shows how video games, which represent real world
events, typically represent Islam; he contrasts games developed in the
Arab and American contexts. As a context he notes that "existing
research on Islam and video games can be divided into three clusters:
(a) the representation of Muslims in Western games, (b) the construction
of identity in Muslim games, and (c) the communication of Islamic moral
and ethical values" (p. 110). To deepen these approaches, he looks
at games from each context, examining the audiovisual layer (images and
presentation of characters and locations), the narrative layer (the
storyline), and the procedural layer (the rule systems that guide the
players). He concludes that the games draw on generic conventions as
well as set topoi. Rabia Gregory focuses on medieval religious imagery
and legends in multi-layer online role-playing games (MMORPG), in which
players take on the identity of characters in the fantasy worlds.
Situating the games within the context of theories of play and
representation, she examines one game, Shadowbane. Noting that players
in such game environments take on shared narratives, she concludes with
an observation that more scholars should study "the coincidental
similarities between body and avatar and body and soul, between
ascending the spiritual ladder and grinding the gaming treadmill,
between achieving salvation and leveling up, between meditating on a
hand-painted woodcut while spinning and playing an MMORPG while making
dinner" (p. 151). Shanny Luft turns to a specific subset of game
players: "hardcore Christian gamers." The title comes from a
website on which players share their faith while they also exchange
tales of their favorite, often violent, first-person shooter games.
Using content analysis of the websites and questionnaire research Luft
"identified some ways in which Christian gamers are similar to
mainstream hardcore games, and second, ... identified how Christian
gamers distinguish themselves through efforts to make their gaming
practices adhere to the communal and ethical standards of their
religion" (p. 165). The last study in this section analyzes how
game producers and companies localize games culturally. Here Peter
Likarish offers a case study of Actraiser and Actraiser 2, noting how
the developers modified the original Japanese games, particularly in
terms of religious references, to gain acceptance in the U.S. context.
Section 3 of the book offers a very different approach, with each
essay arguing that game playing itself takes on a religious or ritual
tone. Rachel Wagner builds on her earlier analyses of gaming and
religion to find a parallel between religion and games, rejecting the
idea that "religion is 'serious' whereas games are
'fun'" (p. 193). Instead she argues that both require a
sincerity for meaningful participation and that games fit well into many
of the existing studies of the sociology of religion. Oliver Steffen
asks, "what does a digital game need to be spiritually
effective?" and examines The Path. In this, he notes several
qualities of spiritual or religious experience, as described by
researchers of religion: flow, meditation, a contrast between a
cognitive orientation of empowerment and surrender, and morality. He
applies these categories to his analysis of what is, on its surface, a
non-religious game and finds evidence of each. Michael Waltenmathe
analyzes playing games through the lens of Alfred Schutz's theory
of the life-world. In the chapter, he argues "that humor and play
are the bridge between the worlds of video games and the actual world,
because both the religious experience and the comic relieve us of the
tense and fundamental anxiety of what Schutz calls the 'paramount
reality,' the pragmatic world of working in daily life" (p.
239). Finally, Kevin Schut offers a kind of critique of the
games-as-religion approach through his case study of Civilization IV. In
this and in other games that offer a more explicit inclusion of
religion, he notes that the games face a limit of their medium: all have
a mechanistic bias. To code any activity, the developers must assign
points for religious acts and reduce religion to a kind of external
practice. Noting that this is "a bias of representation" (p.
272, italics in original), he suggests that polysemy and multiple
players can overcome it. He concludes, "it is worth being aware
that, uncorrected by any contrary force, video games have a tendency to
mechanize faith, presenting an impoverished vision of what religions
mean to adherents" (p. 273).
This edited collection is uniformly good and well worth reading. As
the editors and authors note, the study of religion and gaming stands
very near its beginning. They invite others to take up the study and
this book offers a good starting point.
Each chapter has its own notes and reference list; the book has a
gameography and index, as well as author information.
--Paul A. Soukup, S.J.
Santa Clara University