@book {2064,
	title = {Playing with Religion in Digital Games},
	year = {2014},
	publisher = {Indiana University Press},
	organization = {Indiana University Press},
	address = {Bloomington, IN},
	abstract = {Shaman, paragon, God-mode: modern video games are heavily coded with religious undertones. From the Shinto-inspired Japanese video game Okami to the internationally popular The Legend of Zelda and Halo, many video games rely on religious themes and symbols to drive the narrative and frame the storyline. Playing with Religion in Digital Games explores the increasingly complex relationship between gaming and global religious practices. For example, how does religion help organize the communities in MMORPGs such as World of Warcraft? What role has censorship played in localizing games like Actraiser in the western world? How do evangelical Christians react to violence, gore, and sexuality in some of the most popular games such as Mass Effect or Grand Theft Auto? With contributions by scholars and gamers from all over the world, this collection offers a unique perspective to the intersections of religion and the virtual world.},
	keywords = {digital games, religion},
	issn = {978-0-253-01253-1},
	url = {http://www.iupress.indiana.edu/product_info.php?products_id=807175},
	author = {Campbell, H and Grieve, G}
}
@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 {1315,
	title = {Religion from Scholarly Worlds to Digital Games: The Case of Risen},
	booktitle = {Religions in Play. Games, Rituals, and Virtual Worlds},
	series = {CULTuREL},
	number = {CULTuREL, Vol. 2},
	year = {2012},
	pages = {262-273},
	publisher = {Pano},
	organization = {Pano},
	address = {Zurich},
	abstract = {A content analysis of the fantasy role-playing game Risen is conducted. Methodically, the case study shows that the ludological concept of hit points may be taken as a starting point for the investigation of the religious repertoire. In addition, the comparison with the original German work of Dutch phenomenologist Gerardus van der Leeuw suggests that Risen{\textquoteright}s ludological-narrative complex of hit points ({\textquotedblleft}life energy{\textquotedblright}) enacts a 20th century essentialistic and phenomenological conception of religion that has made its way into, and was specifically framed by, the new medium of digital games.},
	keywords = {Computer games, digital games, religion},
	issn = {978-3-290-22010-5},
	author = {Steffen, Oliver},
	editor = {Bornet, Philippe and Burger, Maya}
}
@inbook {1314,
	title = {Introduction: Approaches to Digital Games in the Study of Religions},
	booktitle = {Religions in Play. Games, Rituals, and Virtual Worlds},
	series = {CULTuREL},
	number = {2},
	year = {2012},
	pages = {249-259},
	publisher = {Pano},
	organization = {Pano},
	address = {Zurich},
	abstract = {The content and structure of entertaining digital games often refer to the imaginary worlds of historical religion. However, the religious dimensions of this new medium have hardly been addressed by scholars of both, game studies and religious studies. In this introductory article, initial thoughts on areas of study and approaches are given to scholars of religion who investigate computer games.},
	keywords = {Computer games, digital games, religion},
	issn = {978-3-290-22010-5},
	author = {Steffen, Oliver},
	editor = {Bornet, Philippe and Burger, Maya}
}
