Virtually Sacred: Sacred Space, Ritual, and Narrative in Assassin's Creed, Far Cry, and The Talos Principle

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...

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Détails bibliographiques
Auteur principal: Atkinson, Andrew (Auteur)
Type de support: Électronique Article
Langue:Anglais
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Publié: University of Saskatchewan [2017]
Dans: Journal of religion and popular culture
Année: 2017, Volume: 29, Numéro: 1, Pages: 55-68
Sujets / Chaînes de mots-clés standardisés:B Assassin's creed (jeu vidéo ; série) (Computerspiel, Serie) / Far cry (jeu vidéo ; série) (Computerspiel, Serie) / The Talos Principle / Sanctuaire / Rituel / Sécularisation
Classifications IxTheo:AD Sociologie des religions
AG Vie religieuse
CD Christianisme et culture
Sujets non-standardisés:B Play
B Notre Dame Cathedral
B Sacred Space
B Far cry (jeu vidéo ; série)
B historiographical metafiction
B Fez
B Monument Valley
B Assassin's creed (jeu vidéo ; série)
B The Talos Principle
B Secularism
Accès en ligne: Volltext (Verlag)
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Résumé: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.
ISSN:1703-289X
Contient:Enthalten in: Journal of religion and popular culture
Persistent identifiers:DOI: 10.3138/jrpc.29.1.3976