RT Article T1 Virtually Sacred: Sacred Space, Ritual, and Narrative in Assassin's Creed, Far Cry, and The Talos Principle JF Journal of religion and popular culture VO 29 IS 1 SP 55 OP 68 A1 Atkinson, Andrew LA English PB University of Saskatchewan YR 2017 UL https://www.ixtheo.de/Record/157152181X AB This article explores the use of sacred space in contemporary video games, arguing that there are two dominant moments of unconsciously secular engagement with sacred space that are quite common in gaming, and are present, in particular, in the Assassin's Creed and Far Cry series—one attracting the gamer to the space, the second transgressing the rituals of reverence associated with the space. There is a third, less dominant, perhaps emerging trend in gameplay that recreates sacred space and attitudes according to the semiotics and/or spatial reconfiguration internal to the game. I critique this approach in Monument Valley, Fez, and The Talos Principle. K1 Assassin's Creed K1 Far Cry K1 Fez K1 historiographical metafiction K1 Monument Valley K1 Notre Dame Cathedral K1 Play K1 Sacred Space K1 Secularism K1 The Talos Principle DO 10.3138/jrpc.29.1.3976