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Book Review: Gaming and the Divine | 201
tural theology, he shows profound knowledge of historical proposals (e. g.
logoi spermatikoi or praeparatio evangelica, 20–25) and of the contemporary
approaches of Moltmann and Tillich. After a reference to Vatican II’s Gaudium
et Spes, which pledges the Catholic Church to read the signs of the times,
the author describes the two main positions of “God” in the modern world:
Nietzsche’s “dead God” and the “hidden God” that Bosman prefers, noting
“the Western world is the exception to the world’s rule” that being religious
is self-evident (31). This enables Bosman to state that the “veiled God” is still
“Creator, Savior and Whole-Maker [and] still revealing himself to his crea-
tures” (32), yet in new and sometimes surprising forms that are, he concedes,
to be critically discussed.
In the section that follows, Bosman defines what he understands as video
games. He points out the importance of textuality (40–41): in light of their
communication potential, video games qualify as texts. These digital, interac-
tive, playable and narrative texts (43) communicate meaning and are objects
of interpretation.
The following paragraphs describe the methodology Bosman proposes: a
four-step process of “internal reading” (playing the game), “internal research”
(collecting all available in-game information), “external reading” (cross-link-
ing intermedial relationships) and “external research” (gathering additional
information about the game and its background). This method enables the
identification and examination of five forms of religion in any given video
game: material religion (the explicit occurrence of religion), referential reli-
gion (allusions to religious traditions in the real world), reflexive religion (“the
reflection on existential notions that are traditionally associated with religion
within the game itself”, 49), ritual religion (the involvement of the player’s
avatar in what is usually associated with religious practice) and gaming as
religion (the experience of gaming provides the player with feelings usually
associated with religious practices).
Chapters 3 to 8 discuss the classical treatises of dogmatic theology through
the lens of video games, illustrating the main theses with references to repre-
sentative games. In chapter 3, on creational theology, Bosman discusses “the
three divine attributes”, omnipotence, omniscience and omnipresence (60)
and points out that these are also the attributes of the “god-gamer”, but only
in an imperfect manner, such that the latter is more similar to the gnostic
demiurge than to the Christian God, a diagnosis applicable for both the player
and the developer of the game. The author then unfolds the Genesis creation
myth and points out that while the Genesis narrative holds that the human
www.jrfm.eu 2021, 7/1, 200–204
JRFM
Journal Religion Film Media, Band 07/01
- Titel
- JRFM
- Untertitel
- Journal Religion Film Media
- Band
- 07/01
- Autoren
- Christian Wessely
- Daria Pezzoli-Olgiati
- Herausgeber
- Uni-Graz
- Verlag
- SchĂĽren Verlag GmbH
- Ort
- Graz
- Datum
- 2021
- Sprache
- englisch
- Lizenz
- CC BY-NC 4.0
- Abmessungen
- 14.8 x 21.0 cm
- Seiten
- 222
- Kategorien
- Zeitschriften JRFM