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202 | Christian Wessely www.jrfm.eu 2021, 7/1, 200–204
being is made in the likeness of God, even most scholars in theology do not
share this view anymore. What if one applies this changed perspective to the
interpretation of games? Here a core question pops up almost casually: “Does
the player and/or the developer share with his or her digital followers the
ability to establish and maintain relationships with one another […] and do the
digital followers have this ability among themselves?” (67). The ontological
status of the game as an existing relation between the programmer, the player
and the “product” is worth considering and has indeed extensive consequences
for both theology and philosophy. The humans involved could possibly be
considered “created co-creators” (68).
Chapter 4, on Christology, draws on the expected “messianic aspects of
the heroes of many video games” (77), but Bosman adds another perspective
by pointing to the legend of St. Christopher. This type of reference avoids the
problem that arises from Christ-like messianic interpretations of the protag-
onist of a game (almost all of these figures have substantial attributes and/
or tasks that could be interpreted as supporting such a view) by shifting the
key role to the player. He or she is enabled to “become Christophoric” (91).
Yet how is the necessary prerequisite of something Christomorphic to be in-
tegrated into the (at least in most cases) very violent protagonists; although
Bosman dedicates the next paragraphs to “The Christophoric Player: Descend-
ing” (92), the reviewer is not (yet) completely convinced.
Chapters 5 through 7 are dedicated to theological anthropology, theodicy –
the problem of evil – and ethics respectively.
Chapter 8 focuses on what in classical dogmatics is the treatise of escha-
tology. Unlike in real life, in gaming death is an experience the player usually
undergoes repeatedly. It is a feedback mechanism of almost any game (172).
Death is the consequence of failure; those who succeed can win the game or at
least solve the next puzzle. This progression is in sharp contrast to the concept
of death as an absolute end in (real) secular life. Even though there is a slight
similarity – in both cases the situation is out of the player’s control – the iden-
tification of player and avatar ends but can easily be restored either by restart-
ing the level or by loading a saved game status. Bosman supplies a table that
shows the variability in integrating the idea of death in a game (174), unfolding
the concepts on the next pages (175–192). Then, interestingly, he brings up the
topic of death as a result of sin and refers explicitly to Romans 5:12 – a theolog-
ical reflection of high quality connected to the body-soul problem (197).
Chapter 9 is somewhat different. Not only is it the longest chapter in the
book, but whereas the preceding chapters mirror the core treatises of dog-
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