@inbook {261,
	title = {Islamogaming: Digital Dignity via Alternative Storytelling},
	booktitle = {Halos and avatars: Playing (video) games with God},
	year = {2010},
	pages = {63-74},
	publisher = {Westminster Press},
	organization = {Westminster Press},
	address = {Louisville},
	abstract = {Craig Detweiler{\textquoteright}s collection of up-to-the-minute essays on video games{\textquoteright} theological themes (and yes, they do exist!) is an engaging and provocative book for gamers, parents, pastors, media scholars, and theologians--virtually anyone who has dared to consider the ramifications of modern society{\textquoteright}s obsession with video games and online media. Together, these essays take on an exploding genre in popular culture and interpret it through a refreshing and enlightening philosophical lens.},
	keywords = {Christianity, game studies, Islam, public sphere, video games, virtual worlds},
	url = {http://books.google.com/books?id=GomyEvcocJsC\&printsec=frontcover$\#$v=onepage\&q\&f=false},
	author = {Heidi Campbell}
}
@mastersthesis {262,
	title = {Gaming with God: A Case for the Study of Religion in Video Games},
	year = {2011},
	abstract = {This study is an analysis of religion in video games and makes the case that more formal work needs to be done on the subject. Despite the prevalence of video games in society today, little formal research has been done on the subject of religion in video games. Video games give the audience a level of interactivity that other forms of entertainment cannot provide. Religion has been at odds with the entertainment industry for decades and as a new form of entertainment media, video games have been using religion for some time. Most often it is used in the story of the game to deepen the storyline, but other times it is a central theme that the game revolves. This thesis looks at two popular video game franchises, Halo and Assassin{\textquoteright}s Creed, and examines the religious references contained within each of them. It then looks at different controversies that have arisen because of the inclusion of religion in these games. What is interesting about the negative reactions to these games is that they have not come to the attention of the general public even though video games are one of the fastest growing industries in the world. This is because there has been no research done on the subject of religion in video games so the public has nothing go by.},
	keywords = {gaming, God, religion, video games},
	url = {http://digitalrepository.trincoll.edu/cgi/viewcontent.cgi?article=1005\&context=theses},
	author = {Corliss, Vander}
}
@book {263,
	title = {Halos and avatars: Playing (video) games with God},
	year = {2010},
	publisher = {Westminster Press.},
	organization = {Westminster Press.},
	address = {Louisville},
	abstract = {Craig Detweiler{\textquoteright}s collection of up-to-the-minute essays on video games{\textquoteright} theological themes (and yes, they do exist!) is an engaging and provocative book for gamers, parents, pastors, media scholars, and theologians--virtually anyone who has dared to consider the ramifications of modern society{\textquoteright}s obsession with video games and online media. Together, these essays take on an exploding genre in popular culture and interpret it through a refreshing and enlightening philosophical lens.},
	keywords = {avatars, God, Halo, video games},
	url = {http://books.google.com/books?id=GomyEvcocJsC\&printsec=frontcover$\#$v=onepage\&q\&f=false},
	author = {Deitweiler, Craig}
}
@article {510,
	title = {{\textquoteright}You wince in agony as the hot metal brands you{\textquoteright}: Religious behavior in an online pole-playing game},
	journal = {Journal of Contemporary Religions  },
	volume = {25},
	year = {2010},
	pages = {363-377},
	keywords = {Online, religion, video games},
	author = {Feltmate, D.}
}
@article {2050,
	title = {Studying Religion in Digital Gaming: A Critical Review of an Emerging Field},
	journal = {Heidelberg Journal of Religions on the Internet},
	volume = {5},
	year = {2014},
	abstract = {This article provides an overview of the study of religion and gaming by outlining the dominant approaches, development and themes in this new interdisciplinary field of inquiry. It highlights dominant thematic and methodological approaches currently within the field of religion and digital games studies including the study of religiously-themed games, the role religion plays in mainstream games, and how gaming can be seen as a form of {\textquotedblleft}implicit religion". This critical review is contextualized in relation to the studies presented in a forthcoming book, Playing with Religion in Digital Games, which maps key theoretical approaches and interpretive trends related to how different expressions of religion and religiosity are manifested in various gaming genres and narratives. We show that digital games are an important site of exploration into the intersection of religion and contemporary culture helping us understand what religion is, does, and means in a changing contemporary society.},
	keywords = {digital games, game studies, Implicit religion, Narrative, play, video games},
	url = {https://heiup.uni-heidelberg.de/journals/index.php/religions/article/view/12183},
	author = {Grieve, G. P and Campbell, H}
}
@inbook {2113,
	title = {An Ethnographic Method for the Study of Religion in Video Game Environments},
	booktitle = {Methods for Studying Video Games and Religion},
	year = {2017},
	publisher = {Routledge},
	organization = {Routledge},
	edition = {1},
	chapter = {3},
	address = {New York},
	abstract = {Focusing on the practice of Buddhism in Second Life, this chapter describes an ethnographic method for the study of religion in video game environments. Gregory Price Grieve argues that if one takes into consideration the narrative imagining of role-play, then Second Life can be considered a game and that its religion practice is authentic because its game play engages with what its users perceive as sacred. He then goes on to outline an ethnographic method based on the field of virtual game spaces, the methodological tool of participant observation, and the analytic instrument of thick description, as well as briefly touching on ethics. Finally, Gregory Price Grieve illustrates a case study by examining Second Life Zen Buddhist objects, places, avatars, groups, and events, as well as touching on the life cycle of the research project described.},
	keywords = {Ethnography, religion, video games},
	issn = {978-1138698710},
	url = {https://www.taylorfrancis.com/books/e/9781315518329},
	author = {Grieve, G.P.}
}
@inbook {1252,
	title = {Ultima IV: Simulating the Religious Quest},
	booktitle = {Halos and Avatars: Playing Video Games With God},
	year = {2010},
	publisher = {Westminster John Knox Press},
	organization = {Westminster John Knox Press},
	chapter = {2},
	keywords = {Britannia, messianic figure, quest, religion, religious games, religious video games, Spirituality, Ultima, video games},
	url = {http://books.google.com/books?id=GomyEvcocJsC\&printsec=frontcover$\#$v=onepage\&q=wagner\&f=false},
	author = {Mark Hayse}
}
@inbook {1253,
	title = {Cybersociality: Connecting Digital Fun to the Play of God},
	booktitle = {Halos and Avatars: Playing Video Games With God},
	year = {2010},
	publisher = {Westminster John Knox Press},
	organization = {Westminster John Knox Press},
	chapter = {12},
	keywords = {cyber, cybersociality, Digital Religion, digital technologies, Digital Worlds, Immersion, popular culture, theology, transcendentalize secularity, video games},
	url = {http://www.academia.edu/366940/_Cybersociality_Connecting_Digital_Cultures_to_the_Play_of_God},
	author = {John W. Morehead}
}
@inbook {2135,
	title = {How to Study Religion and Video Gaming - A Critical Discussion },
	booktitle = {Methods for Studying Video Games and Religion},
	volume = {3},
	year = {2017},
	publisher = {Routledge },
	organization = {Routledge },
	abstract = {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.},
	keywords = {religion, video games},
	issn = {9781138698710},
	url = {https://books.google.com/books?hl=en\&lr=\&id=dJxADwAAQBAJ\&oi=fnd\&pg=PT295\&ots=KqNH4Zgwjv\&sig=9ukURAVWgz97H3PGhv2etObsjKw$\#$v=onepage\&q\&f=false},
	author = {Radde-Antweiler, K}
}
@article {2437,
	title = { Gamevironments Special Issue: "Nation(alism), Identity and Video Gaming"},
	year = {2019},
	abstract = {Video games are a prime example of globalized media cultures, hence, questions of nation and identity have been increasingly addressed in scientific and public discourses in recent years.For this special issue, we were especially interested in dissecting the specific relationship between national socio-political contexts and game development, the influence of the notion of the nation and nationalism as well as (national) identity building processes and religious systems and their various forms of representation in video games and in the gaming community.},
	keywords = {identity, nationalism, video games},
	url = {https://www.gamevironments.uni-bremen.de/current-papers-and-archive/},
	author = {Trattner, Kathrin and Kienzl, Lisa}
}
@article {898,
	title = {God in the Game: Cosmopolitanism and Religious Conflict in Videogames},
	journal = {Journal of the American Academy of Religion},
	year = {2013},
	keywords = {Cosmopolitanism, religion, video games},
	doi = {10.1093/jaarel/lfs102},
	url = {http://jaar.oxfordjournals.org/content/early/2013/01/22/jaarel.lfs102.extract},
	author = {Wagner, Rachel}
}
@inbook {1251,
	title = {The Play Is the Thing: From Bible Fights to Passions of the Christ},
	booktitle = {Halos and Avatars: Playing Video Games With God},
	year = {2010},
	publisher = {Westminster John Knox Press},
	organization = {Westminster John Knox Press},
	chapter = {3},
	keywords = {Christianity, Immersion, interactivity, Jesus, narrativity, Parody, player-viewer, video games},
	url = {http://books.google.com/books?id=GomyEvcocJsC\&printsec=frontcover$\#$v=onepage\&q\&f=false},
	author = {Wagner, R}
}
