Sacred Places in the World of Video Games

Abstract

A contemporary mythology is developing in today’s diffused new religiosity. The neomythological schemata are influenced by the mythology of the New Religions and diffused religiosity and reproduce their basic distinctive features. This neomythology, as it is portrayed through video games, comic books, fantasy movies, etc., presents beings and worlds that have supernatural and imaginary characteristics, and attempts to present their qualities as logical and scientific. In particular, in video games, which constitute one of the most contemporary and popular expression of neomythology, sacred places are incorporated into their various plots having specific forms: on the one hand, have immediately recognizable elements, as they are described either as a place of worship and communication with the divine or as a space connected to the religious tradition of a community within the digital world. On the other hand, however, at the same time, it also possesses particularly imaginative features that are found within the context of virtual reality, such as: the temple as an important part of the digital city and the virtual world, as a symbol of religion or a center of magic, as a residence of supernatural entities, but also as a place of production of magical objects and technological tools, as a means of conquering the digital opponent, a means of achieving the virtual hero’s goal, as a place claimed by them and their antagonist. In any case, within the digital environment, holy places lose any transcendental reference and are presented completely naturalistically, in a believable and possible framework.

Presenters

Ioannis Xidakis
National and Kapodistian University of Athens, Greece

Details

Presentation Type

Paper Presentation in a Themed Session

Theme

2024 Special Focus—Spaces, Movement, Time: Religions at Rest and in Movement

KEYWORDS

Sacred Place, Neomythology, Video Games, New Religiosity

Digital Media

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