Virtually Sacred: Sacred Space, Ritual, and Narrative in Assassin's Creed, Far Cry, and The Talos Principle.
This article explores the use of sacred space in contemporary video games, arguing that there are two dominant moments of unconsciously secular engagement with sacred space that are quite common in gaming, and are present, in particular, in the Assassin's Creed and Far Cry series--one attracting the...
| Publicado en: | Journal of Religion & Popular Culture Vol. 29; no. 1; pp. 55 - 69 |
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| Formato: | Artículo |
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University of California Press
Spring2017
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=121923443&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 121923443 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 1703289X FYK jtl: Journal of Religion & Popular Culture issn: 1703289X maglogo: N pubinfo: dt: Spring2017 vid: 29 iid: 1 pid: 414 pub: University of California Press artinfo: ui: 121923443 10.3138/jrpc.29.1.3976 ppf: 55 ppct: 14 formats: fmt: @attributes: type: P size: 343KB tig: atl: Virtually Sacred: Sacred Space, Ritual, and Narrative in Assassin's Creed, Far Cry, and The Talos Principle. aug: au: Atkinson, Andrew affil: Wilfrid Laurier University su: Sacred & profane dichotomy Assassin's Creed video games Sacred space Far Cry (Game) Rites & ceremonies Secularism sug: subj: Sacred & profane dichotomy Assassin's Creed video games Sacred space Far Cry (Game) Rites & ceremonies Secularism keyword: Assassin's Creed Far Cry Fez historiographical metafiction Monument Notre Dame Cathedral play sacred space secularism The Talos Principle Valley ab: This article explores the use of sacred space in contemporary video games, arguing that there are two dominant moments of unconsciously secular engagement with sacred space that are quite common in gaming, and are present, in particular, in the Assassin's Creed and Far Cry series--one attracting the gamer to the space, the second transgressing the rituals of reverence associated with the space. There is a third, less dominant, perhaps emerging trend in gameplay that recreates sacred space and attitudes according to the semiotics and/or spatial reconfiguration internal to the game. I critique this approach in Monument Valley, Fez, and The Talos Principle. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y custom: Copyright of Journal of Religion & Popular Culture is the property of University of California Press and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. item: Journal of Religion & Popular Culture holder: University of California Press dt: @attributes: year: 2017 holdings: @attributes: islocal: N |
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