Priming and Negative Priming in Violent Video Games

Total Page:16

File Type:pdf, Size:1020Kb

Priming and Negative Priming in Violent Video Games Priming and Negative Priming in Violent Video Games David Zendle Doctor of Philosophy University of York Computer Science September 2016 Abstract This is a thesis about priming and negative priming in video games. In this context, priming refers to an effect in which processing some concept makes reactions to related concepts easier. Conversely, negative priming refers to an effect in which ignoring some concept makes reactions to related concepts more difficult. The General Aggression Model (GAM) asserts that the depiction of aggression in VVGs leads to the priming of aggression-related concepts. Numerous studies in the literature have seemingly confirmed that this relationship exists. However, recent research has suggested that these results may be the product of confounding. Experiments in the VVG literature commonly use different commercial off- the-shelf video games as different experimental conditions. Uncontrolled variation in gameplay between these games may lead to the observed priming effects, rather than the presence of aggression-related content. Additionally, in contrast to the idea that players of VVGs necessarily process in-game concepts, some theorists have suggested that players instead ignore in-game concepts. This suggests that negative priming rather than priming might happen in VVGs. The first series of experiments reported in this thesis show that priming does not happen in video games when known confounds are controlled. These results also suggest that negative priming may occur in these cases. However, the games used in these experiments were not as realistic as many VVGs currently on the market. This raises concerns that these results may not generalise widely. I therefore ran a further three experiments. In these experiments, a variety of different kinds of VVG realism were manipulated and the effects of this realism on priming measured. These experiments suggest that increased realism in VVGs does not lead to increased priming of aggression-related concepts, and therefore that the effects outlined above should generalise to a variety of games regardless of their level of realism. 2 Contents Abstract .................................................................................................................................... 2 Contents ................................................................................................................................... 3 List of Tables ............................................................................................................................. 7 List of Figures ............................................................................................................................ 8 Acknowledgements ................................................................................................................. 10 Declaration ............................................................................................................................. 12 1 Introduction .................................................................................................................... 13 1.1 Introduction ........................................................................................................... 13 1.2 Research Questions ............................................................................................... 16 1.3 Methodology .......................................................................................................... 16 1.4 Outline of the Research ......................................................................................... 18 1.5 Scope ...................................................................................................................... 20 1.6 Contributions ......................................................................................................... 21 2 Literature Review ............................................................................................................ 23 2.1 Introduction ........................................................................................................... 23 2.2 Priming ................................................................................................................... 23 2.3 Priming Concepts ................................................................................................... 24 2.3.1 Stimuli which cause concepts to be primed .................................................. 24 2.3.2 The effects of priming a concept ................................................................... 25 2.3.3 Associative Networks ..................................................................................... 27 2.3.4 Negative Priming ............................................................................................ 27 2.4 Measuring Priming ................................................................................................. 28 2.4.1 The Lexical Decision Task ............................................................................... 28 2.4.2 The Word Fragment Completion Task ........................................................... 33 2.4.3 The Anderson Word Fragment Completion Task ........................................... 34 2.4.4 Image Categorisation Tasks ........................................................................... 35 2.4.5 Statistical Transformation of Reaction Time Data ......................................... 36 3 2.5 The GAM in General ............................................................................................... 37 2.5.1 Short-Term Factors in the GAM ..................................................................... 39 2.5.2 Long-Term Factors in the GAM ...................................................................... 43 2.6 The GAM and Violent Video Games ...................................................................... 45 2.6.1 VVGs and the priming of aggression-related concepts .................................. 46 2.6.2 Debate over the validity of VVG effects ......................................................... 46 2.6.3 The time-course of VVG effects ..................................................................... 49 2.6.4 Why VVGs might prime aggression-related concepts ................................... 50 2.6.5 Why VVGs might not prime aggression-related concepts ............................. 51 2.7 The GLM and the Effects of Video Games Beyond Aggression .............................. 54 2.8 Features of Violent Video Games and the GAM .................................................... 56 2.8.1 Graphical Realism in Video Games ................................................................ 56 2.8.2 Behavioural Realism in Video Games............................................................. 57 2.8.3 Realism and the effects of VVGs .................................................................... 58 2.8.4 Narrative Context and the effects of VVGs .................................................... 60 2.8.5 Blood and the effects of VVGs ....................................................................... 61 2.9 Summary ................................................................................................................ 62 3 Priming and Negative Priming in Video Games................................................................ 65 3.1 Introduction ........................................................................................................... 65 3.2 Experiment 1: Priming in Run and Gun Games ...................................................... 68 3.2.1 Introduction ................................................................................................... 68 3.2.2 Building the Lexical Decision Task .................................................................. 69 3.2.3 Experimental Method .................................................................................... 72 3.2.4 Results ............................................................................................................ 76 3.2.5 Discussion ....................................................................................................... 80 3.3 Priming in Maze Games ......................................................................................... 82 3.3.1 Introduction ................................................................................................... 82 3.3.2 Method........................................................................................................... 83 4 3.3.3 Results ............................................................................................................ 88 3.3.4 Discussion ....................................................................................................... 90 3.4 Priming at short exposures .................................................................................... 92 3.4.1 Introduction ................................................................................................... 92 3.4.2 Method........................................................................................................... 96 3.4.3 Results .......................................................................................................... 100 3.4.4 Discussion ..................................................................................................... 102 3.5 Conclusions .........................................................................................................
Recommended publications
  • Religion, Video Games, and Simulated Worlds
    Workshop and Lectures Religion, Video Games, and Simulated Worlds Trento | 5-6.02.2018 Fly-8 / 1-2018_ISR Programme Monday, 5th February OPEN WORKSHOP (Aula Piccola) 15.00 - 15.30 Religion & Innovation: Our Mission and the Workshop Series Marco Ventura, Fondazione Bruno Kessler 15.30 - 16.30 Institution of Belief: Religio and Faith in Simulated Worlds Vincenzo Idone Cassone, University of Turin Mattia Thibault, University of Turin 16.30 - 17.00 Break PUBLIC LECTURE (Aula grande) 17.00 - 19.00 Gamevironments as a Communicative Figuration. An Introduction to a Heuristic Concept for Analyzing Religion and Video Gaming Kerstin Radde-Antweiler, University of Bremen 19.30 Dinner Tuesday, 6th February OPEN WORKSHOP (Aula Piccola) 09.00 - 10.30 God, Karma & Video Games: An Evolving Relationship Marco Mazzaglia, Synesthesia and MixedBag, Turin 10.30 - 11.00 Break CLOSED WORKSHOP (Aula Piccola) FBK researchers and invited speakers only 11.00 - 13.00 Exploration of Project Ideas and Funding Schemes 13.00 - 14.15 Lunch Buffet OPEN WORKSHOP (Aula Piccola) 14.15 - 15.00 Virtualising Religious Objects Paul Chippendale, Fondazione Bruno Kessler, ICT-TeV Fabio Poiesi, Fondazione Bruno Kessler, ICT-TeV 15.00 - 16.15 Religion as Game Mechanic Tobias Knoll (University of Heidelberg) 16.15 - 17.00 Break PUBLIC LECTURE (Aula grande) 17.00 – 19.00 In principio erano i bit: genesi e fede dei mondi videoludici Vincenzo Idone Cassone, University of Turin Mattia Thibault, University of Turin 19.30 Dinner Short Bios PAUL IAN CHIPPENDALE has a PhD in Telecommunication and a degree in Information Technology from Lancaster University (UK). He is currently a Senior Researcher in the ICT Centre of Fondazione Bruno Kessler.
    [Show full text]
  • Time Crisis 4 Pc Game Free Download
    Time crisis 4 pc game free download click here to download DOWNLOAD Time Crisis 4 www.doorway.ru?title=Time+Crisis+4 PLAY Time Crisis 4. Time Crisis 4 full game free pc, download, play. download Time Crisis 4 for android. Time Crisis 4 ipad; download Time Crisis 4 for mac; Time Crisis 4 download installer; Time Crisis 4 full game free pc; Time Crisis 4 game online. Game information, description, and download page for Time Crisis 4 ROM for to login to your EP account (it's free) to submit tags and other game information. www.doorway.ru's game information and ROM download page for Time Crisis 4 (MAME). NOTE: Play this ROM on your PC by using a compatible emulator. Time Crisis 4 (video game) developed by Nex Entertainment was released for Microsoft Windows and you can download it from. Time Crisis 4: Take aim with the fourth entry in the lightgun Time Crisis series. For this forth game (based on the arcade version), Namco is slightly branching the VIDEO GAME​: ​Link Youtube. Play Time Crisis 4 shooting game on www.doorway.ru A flash online demo of the PC game is here! Join the training mission and shoot all your enemies to survive. Time Crisis 4 on PC. speedy Loading Unsubscribe from speedy? Game. Time Crisis 4; Time Crisis 4 features larger levels than previous games in the series as well as side-to-side screen scrolling functionality. GameStop: Buy Time Crisis 4 - Game Only, GameStop, PlayStation 3, Find release dates, customer reviews, previews and screenshots.
    [Show full text]
  • Overview of Schedule
    Overview of Schedule Tuesday, August 7 12:00pm - 5:00pm: Graduate Student Pre-Conference 7:00pm - 9:00pm: Opening Reception, Koening Alumni Center (for registrants only) 9:00am - 10:30am: Plenary with John Durham Peters Wednesday, August 8 10:30am - 10:45am: Break 10:45am - 12:15pm: Panel 1 12:15pm - 2:00pm: Lunch 2:00pm - 3:30pm: Panel 2 3:30pm - 4:00pm: Break 5:00pm - 6:30pm: Keynote with Anthea Butler, Old Main Chapel (free & open to the public) 6:30pm - 8:00pm: Reception, Koenig Alumni Center (free & open to the public) Thursday, August 9 9:00am - 10:30am: Panel 3 10:30am - 10:45am: Break 10:45am - 12:15pm: Panel 4 12:15pm - 2:00pm: Lunch 2:00pm - 3:30pm: Panel 5 3:30pm - 4:00pm: Break 4:00pm - 5:30pm: Plenary with Merlyna Lim 5:45pm - 7:15pm: Discussion on Re-Imagining Public and Activist Scholarship Friday, August 10 All-day Field Experiences: Denver, Colorado Springs, and Red Feather Lakes 9:00am - 10:30am: Panel 6 Saturday, August 11 10:30am - 10:45am: Break 10:45am - 12:15pm: Panel 7 12:15pm - 2:00pm: Lunch 2:00pm - 3:30pm: Plenary Panel on Public Scholarship 3:30pm - 4:00pm: Break 4:00pm - 5:30pm: Business Meeting 7:00pm - 9:00pm: Banquet and Presidential Address, Glenn Miller Ballroom, UMC (for registrants only) Sunday, August 12 10:00am - 6:00pm: Post-conference organized by the International Academy for the Study of Religion and Video Gaming (IASGAR), Best Western Plus Boulder Inn *Unless otherwise noted, all events will take place in the University of Colorado Boulder Village Center Dining and Community Commons (3300 Baseline Road, Boulder, CO 80303).
    [Show full text]
  • Gaming with God: a Case for the Study of Religion in Video Games
    Trinity College Trinity College Digital Repository Senior Theses and Projects Student Scholarship Spring 5-6-2011 Gaming with God: A Case for the Study of Religion in Video Games Vander I. Corliss Trinity College, [email protected] Follow this and additional works at: https://digitalrepository.trincoll.edu/theses Part of the Philosophy Commons, and the Religion Commons Recommended Citation Corliss, Vander I., "Gaming with God: A Case for the Study of Religion in Video Games". Senior Theses, Trinity College, Hartford, CT 2011. Trinity College Digital Repository, https://digitalrepository.trincoll.edu/theses/5 0 GAMING WITH GOD: A CASE FOR THE STUDY OF RELIGION IN VIDEO GAMES Vander I. Corliss Department of Religion Senior Thesis May 6, 2011 1 Introduction Jesus Laughed Too: Religion in the Entertainment Industry The role of the entertainment industry in everyday life has changed significantly over the last century. Just the definition of what entertainment is has changed considerably. It (entertainment) still lacks a clear definition, and is often defined as that which is not art, usually by virtue of its being a commercial product designed for mass consumption.1 Going by this definition it is hard to imagine a world without movies, TV shows, sporting events, and other forms of entertainment that have become a central part of life throughout the world. This is especially true in America where all different kinds of American entertainment are exported to countries all around the world. An article in Fortune magazine stated that, “American movies, music, television programming, and home video generated an annual trade surplus of some $8 billion in 1990.”2 Remember that this statistic is for exported entertainment and not for revenue generated by entertainment in America.
    [Show full text]
  • Panel Session 1: Wednesday, August 8 10:45Am-12:15Pm
    Panel Session 1: Wednesday, August 8 10:45am-12:15pm “There’s an app for that!” Social Media and Virtual Soteriology Multipurpose Room A Dheepa Sundaram, College of Wooster, USA: “‘Instagram your Durgā pūjā!’ A Social Media Experience of Durgā Pūjā in Bengal” Andrea L Stanton, University of Denver, USA: “App’ing the Hajj: Keeping Count of Tawaf and Finding the Restrooms” Tine Vekemans, Ghent University, Belgium: “From Self-Learning Pathshala to Tirth App: The Expanding World of Jain Religious Apps” Owen Gottlieb, Rochester Institute of Technology, USA: “Minecrafting Bar Mitzvah: A Digital Pathway of Inclusion, Self-Expression, and Justice in Jewish Worship” Chair: Benedikt Kastner, University of Hamburg, Germany ​ ​ Roundtable on Teaching Religion and Journalism in the Age of Trump Multipurpose Room B Robert Jensen, University of Texas-Austin, USA Joyce Smith, Ryerson University, Canada Diane Winston, University of Southern California, USA Moderator: Mia Lövheim, Uppsala University, Sweden Streaming the Word: A Roundtable Discussion on Religion Podcasting Multipurpose Room C John Dehlin, Mormon Stories ​ Vincent Horn, Buddhist Geeks ​ Rev. Anne Dunlap, The Word is Resistance ​ Moderator: D. Ashley Campbell, (w)Holy Media podcast creator and host, and University of Colorado ​ ​ ​ Boulder, USA Pope Francis and the Media The View Laurens de Rooij, University of Cape Town, South Africa: “Papal Narratives: The Discourse of Pope Francis, And His Media Representation” Oren Golan and Michele Martini, University of Haifa, Israel: “The Making of Contemporary Papacy: Instagram Strategies and Manufactured Charisma” Gustavo Guizzardi, University of Padova, Italy: “When the Pope is Image” Carlo Nardella, University of Milano, Italy: “Behind the Representation: Pope and Journalists” Chair: Carlo Nardella, University of Milano, Italy Religion and Media in India Breakout Room A Soumi Banerjee, Lund University, Sweden: “The Emerging Hindutva wave in India: Politics of Hated, Collective Memory Mobilisation and Myth-making” Juli L.
    [Show full text]
  • The Digital Watchmakers: Playing with the Sacred in Video Games
    Digital Watchmakers: Playing With the Sacred in Digital Games By: Anthony Langley Department of Comparative Religion Abstract Introduction Questions: With video games establishing itself as a multi- Video games are no longer just fun and games. Some games in fact could be argued to not be any •How are video games representing religion, religious elements, and billion dollar industry, academia as a whole has fun at all. In spite of this, they still find ways to become more and more engaging regardless of fun. been slowly looking at the medium as an object of Thus we have now hit a critical point within the games industry where developers can create more spirituality in the various mechanics? study. The field of religious studies has also begun complex games and thus more complex narratives. This creates an atmosphere in which games to take notice of it. At face value, this is a great a have finally reached the maturity in its art form to truly permeate popular culture. In fact they are •What does the abstraction of religions say about those that create way to observe concepts of religiosity in a fairly slowly rivaling other mediums like comics, books and even movies. Therefore, their growing them and those that play them? new medium. In spite of this, the same questions popularity forces the industry to create more and more games that reach all sorts of different are being asked. The first is how are the narrative audiences. It is because of this that I have had a growing interest in studying games as a reflection of games depicting religious motifs? Secondly, what of culture.
    [Show full text]
  • Entertainment Software Rating Board - Wikipedia, the Free Encyclopedia Visited on 10/04/2016 Not Logged in Talk Contributions Create Account Log In
    Entertainment Software Rating Board - Wikipedia, the free encyclopedia Visited on 10/04/2016 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Entertainment Software Rating Board From Wikipedia, the free encyclopedia Main page Contents "ESRB" redirects here. For the European financial agency, see European Systemic Risk Featured content Board. Current events "Mature content" redirects here. For other uses, see Pornography. Random article The Entertainment Software Rating Board Donate to Wikipedia Entertainment Software Rating Wikipedia store (ESRB) is a self-regulatory organization that Board assigns age and content ratings, enforces Interaction industry-adopted advertising guidelines, and Help About Wikipedia ensures responsible online privacy principles for Community portal computer and video games in the United States, Recent changes nearly all of Canada, and Mexico. The ESRB was Contact page established in 1994 by the Entertainment Software 2006 – present logo Tools Association (formerly the Interactive Digital What links here Software Association), in response to criticism of Type Non-profit, self-regulatory Related changes violent content found in video games such as Industry Organization and rating system Upload file Night Trap, Mortal Kombat, and other controversial Predecessor 3DO Rating System Special pages Recreational Software Advisory video games with excessively violent or sexual Permanent link Council content. Videogame Rating Council Page information September 16, 1994; 22 years Wikidata
    [Show full text]
  • Ian Bogost CV
    IAN BOGOST CURRICULUM VITAE Ivan Allen College Distinguished Chair in Media Studies Professor of Interactive Computing Professor, Scheller College of Business Professor of Architecture Georgia Institute of Technology Founding Partner, Persuasive Games LLC Contributing Editor, The Atlantic CONTACT Georgia Institute of Technology Persuasive Games LLC Digital Media / TSRB 318B 1100 Peachtree St. 85 5th St. NW Suite 200 Atlanta, GA 30308-1030 Atlanta, GA 30309 +1 (404) 894-1160 +1 (404) 907-3770 [email protected] [email protected] bogost.com persuasivegames.com I. EARNED DEGREES Ph.D., Comparative Literature, University of California, Los Angeles, 2004. M.A., Comparative Literature, University of California, Los Angeles, 2001. B.A., Philosophy & Comparative Literature, University of Southern California, 1998. Magna Cum Laude, Phi Beta Kappa Diplôme Approfondi de Langue Français, Centre International d’Etudes Pédagogiques, 1997. II. EMPLOYMENT 2019–2022 Adjunct Professor (not in residence) Centre for Digital Humanities Brock University St. Catherines, Ontario, Canada 2013 – present Contributing Editor The Atlantic 2012 – present Ivan Allen College Distinguished Chair in Media Studies School of Literature, Media, and Communication, Ivan Allen College Page 1 of 57 Ian Bogost Curriculum Vitae Professor of Interactive Computing School of Interactive Computing, College of Computing Professor of Business (2014–) Scheller College of Business Professor of Architecture (2019–) School of Architecture, College of Design Georgia Institute of Technology
    [Show full text]
  • Worldbuilding Voices in the Soundscapes of Role-Playing Video Games
    University of Huddersfield Repository Jennifer, Smith Worldbuilding Voices in the Soundscapes of Role Playing Video Games Original Citation Jennifer, Smith (2020) Worldbuilding Voices in the Soundscapes of Role Playing Video Games. Doctoral thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/35389/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ Worldbuilding Voices in the Soundscapes of Role-Playing Video Games Jennifer Caron Smith A thesis submitted to the University of Huddersfield in partial fulfilment of the requirements for the degree of Doctor of Philosophy The University of Huddersfield October 2020 1 Copyright Statement i. The author of this thesis (including any appendices and/ or schedules to this thesis) owns any copyright in it (the “Copyright”) and s/he has given The University of Huddersfield the right to use such Copyright for any administrative, promotional, educational and/or teaching purposes.
    [Show full text]
  • Playstation Games
    The Video Game Guy, Booths Corner Farmers Market - Garnet Valley, PA 19060 (302) 897-8115 www.thevideogameguy.com System Game Genre Playstation Games Playstation 007 Racing Racing Playstation 101 Dalmatians II Patch's London Adventure Action & Adventure Playstation 102 Dalmatians Puppies to the Rescue Action & Adventure Playstation 1Xtreme Extreme Sports Playstation 2Xtreme Extreme Sports Playstation 3D Baseball Baseball Playstation 3Xtreme Extreme Sports Playstation 40 Winks Action & Adventure Playstation Ace Combat 2 Action & Adventure Playstation Ace Combat 3 Electrosphere Other Playstation Aces of the Air Other Playstation Action Bass Sports Playstation Action Man Operation EXtreme Action & Adventure Playstation Activision Classics Arcade Playstation Adidas Power Soccer Soccer Playstation Adidas Power Soccer 98 Soccer Playstation Advanced Dungeons and Dragons Iron and Blood RPG Playstation Adventures of Lomax Action & Adventure Playstation Agile Warrior F-111X Action & Adventure Playstation Air Combat Action & Adventure Playstation Air Hockey Sports Playstation Akuji the Heartless Action & Adventure Playstation Aladdin in Nasiras Revenge Action & Adventure Playstation Alexi Lalas International Soccer Soccer Playstation Alien Resurrection Action & Adventure Playstation Alien Trilogy Action & Adventure Playstation Allied General Action & Adventure Playstation All-Star Racing Racing Playstation All-Star Racing 2 Racing Playstation All-Star Slammin D-Ball Sports Playstation Alone In The Dark One Eyed Jack's Revenge Action & Adventure
    [Show full text]
  • Rodar Jogos No Ps2 Via USB Pendrive Msn: [email protected]
    Rodar jogos no ps2 via USB pendrive Msn: [email protected] (Dark_Shadow) bom,ainda estou testando alguns jogos.mais consegui fazer rodar alguns jogos no ps2 via USB pendrive. Ou MP4 player,hd externo usb,maquina fotografica e cartao de memoria com o suporte os jogos foram:rumble racing,burnout revenge,splinter cell cchaos teoty,mortal kombat 5,tekken 5,crash e outros.assim q terminar o teste,irei postar aqui no forum os programas necessarios,para poder rodar jogos no ps2 via usb pendrive.para quem tem chip matrix boot pelo mc e para quem nao tem boot pelo cd.se alguem ja conseguiu essa façanha,me desculpe pelo topico.para quem tiver interessado é só aguardar.valeu!!! Solução para ter mais de 1 jogo no pendrive sem sobreescrever o outro: 1ºpasso:vc terá q extrair todos os jogos q vc queira passar para o pendrive,de uma vez só.copia os jogos direto para a raiz do hd.todos eles q queira e o q o pendrive suportar.depois de extrair os jogos pelo usb extreme,não veje ele.miniminize o programa.depois vai no hd q se encontra os jogos,confira os arquivos.se tiver mais de um arquivo (UL.CFG) exclua e deixe só um.pode ter mais de 4 jogos,nãpo tem problema...só deixe um arqui ul.cfg... depois selecione todos e mova,não copie,mova para o pendrive. bom!!!é isso ai desculpe a demora,pois estou com alguns problemas aqui.fiz um tuto simples mais dá pra entender. se tiverem alguma duvida favor perguntar.segue os links abaixo para o download link tutorial http://rapidshare.com/files/56568484/TUTORIAL_COM_FOTOS.rar.html link elf para boot via mc para matrix http://rapidshare.com/files/56568688/ELF_DO_USBADVANCE_PARA_DAR_BOOT_PELO_MC_PARA_MAT RIX.rar.html link boot via cd http://rapidshare.com/files/56568805/BOOT_VIA_CD.rar.html link do usbextreme http://www.4shared.com/file/25442368/df38171f/usbextreme_setup.html?s=1 como eu disse,o tuto é simples.
    [Show full text]
  • The Sacred and the Digital. Critical Depictions of Religions in Digital Games
    religions Editorial The Sacred and the Digital. Critical Depictions of Religions in Digital Games Frank G. Bosman Department of Systematic Theology and Philosophy, Tilburg University, 5037 AB Tilburg, The Netherlands; [email protected] Received: 17 January 2019; Accepted: 21 February 2019; Published: 22 February 2019 Abstract: In this editorial, guest editor Frank Bosman introduces the theme of the special issue on critical depictions of religion in video games. He does so by giving a tentative oversight of the academic field of religion and video game research up until present day, and by presenting different ways in which game developers critically approach (institutionalized, fictional and non-fictional) religions in-game, of which many are discussed by individual authors later in the special issue. In this editorial, Bosman will also introduce all articles of the special issue at hand. Keywords: game studies; religion studies; games and religion studies; religion criticism 1. Introduction Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. Although some fine studies have appeared, like Halos & Avatars (Detweiler 2010), Godwired. Religion, ritual, and virtual reality (Wagner 2012), eGods. Faith versus fantasy in computer gaming (Bainbridge 2013), Of Games and God (Schut 2013), Playing with Religion in digital games (Campbell and Grieve 2014), Methods for Studying Video Games and Religion (Sisler et al. 2018), and Gaming and the Divine (Bosman 2019), still little attention has been given to the depiction of religion, both institutionalized and privatized, both fantasy and non-fictional, deployed by game developers for their games’ stories, aesthetics, and lore.
    [Show full text]