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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Detalhes bibliográficos
Autor principal: Atkinson, Andrew (Author)
Tipo de documento: Recurso Electrónico Artigo
Idioma:Inglês
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Publicado em: University of Saskatchewan [2017]
Em: Journal of religion and popular culture
Ano: 2017, Volume: 29, Número: 1, Páginas: 55-68
(Cadeias de) Palavra- chave padrão:B Assassin's Creed (Computerspiel, Serie) / Far Cry (Computerspiel, Serie) / The Talos Principle / Santuário / Ritual / Secularização
Classificações IxTheo:AD Sociologia da religião
AG Vida religiosa
CD Cristianismo ; Cultura 
Outras palavras-chave:B Far Cry
B Play
B Notre Dame Cathedral
B Sacred Space
B historiographical metafiction
B Assassin's Creed
B Fez
B Monument Valley
B The Talos Principle
B Secularism
Acesso em linha: Volltext (Verlag)
Volltext (doi)
Descrição
Resumo: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
Obras secundárias:Enthalten in: Journal of religion and popular culture
Persistent identifiers:DOI: 10.3138/jrpc.29.1.3976