
Methods for Studying Video Games and Religion
- 222 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
Methods for Studying Video Games and Religion
About this book
Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.
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Information
Part 1
Textual and Audiovisual Narratives
1
Critical Discourse Analysis
Theoretical Background
Critical Discourse Analysis (CDA): A General Overview
CDA and the Study of Religion
CDA and Game Studies
Method
The Notion and Structure of Discourse
| Term | Definition | Example |
| | ||
| discourse strand | a thematically homogenous flow of discourse, which comprises a variety of sub-topics | the discourse strand War on Terror comprises sub-topics such as Islam, the Middle East, national security … |
| discourse fragment | a text or part of a text that deals with a particular topic; discourse fragments combine to form discourse strands | a specific video game or part of a specific video game that deals with a certain theme |
| entanglement of discourse strands | when a text references not only one, but various discourse strands (which is usually the case) | the discourse strand War on Terror is often entangled with the discourse strand religious extremism within particular media texts |
| discourse plane | the various areas in which discourse strands operate; various discursive planes impact one another and relate to one another | e.g., media, politics, science |
| discourse sector | a discourse plane can be further divided into discourse sectors | video games (as a sector of the discourse plane “media”) |
Methodological Application
Table of contents
- Cover
- Title
- Copyright
- Contents
- List of Figures
- List of Tables
- List of Contributors
- Foreword
- Acknowledgements
- Introduction
- PART 1 Textual and Audiovisual Narratives
- PART 2 In-Game Performance
- PART 3 Production and Design
- PART 4 Interactivity and Rule System
- PART 5 Gamer-Generated Content
- Critical Reflection
- Index