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Project

Computer games as research topic

Religion in games!

Religion in gamers?

Methodology

Objectives and significance of the study

Institute and funding

 

Survey

Online survey into the religious contents of Anno 1404 and Risen

Thanks to the Risen and Anno community!

 

The research project has been successfully concluded by the end of 2014! Research related activities continue.

Anno 1404

Impressions: Anno 1404

Risen

Impressions: Risen

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Computer games as research topic

The project „Between ‘God Mode’ and ‘God Mood’“ examines one of the most recent and most successful media of the present, the computer games. Less than half a century old, computer games can’t be imagined any more apart from society, culture and economy. They change values, roles, social relations and individual identity of their users.
Experts in different scientific fields contribute to ‘game studies’, an emerging interdisciplinary discipline dedicated to the study of computer games. So far, though, there were hardly any religious studies questions put to the multimedium. The research project „Between ‘God Mode‘ and ‘God Mood‘“ contributes to closing this gap.

 


God Mode

The term ‘god mode‘ stems from the gamer scene and designates an immortal and all-powerful state of the player character in a game. In some games, such a state is foreseen as an exceptional and limited situation. More often, though, it is induced by gamers through manipulating (hacking) the program code of the game (cheating).


Religion in games!

The contents of entertainment computer games often refer to the imaginary worlds of historical religions. Titles such as Diablo, Demigod, Assassin’s Creed, Black & White, Sacred and many others testify to a religious background of the game story. Games and game series less apparent in this respect, such as Civilization, Spore, Total War, Sid Meier’s Alpha Centauri etc. also show religious contents as integral game components. Using the example of two entertainment PC computer games – Anno 1404 and Risen –, this research project pursues the question of what kind of religious symbolism is used and how it is integrated to the story, rules and mechanics of these games. The (religious) contents are understood as sings in order to investigate their semiotic and aesthetic characteristics and to clarify their relationship to the myths and rituals mediated in the sample games.



Temples turn up

„Well, let’s see… All those temples turn up and we’re thinking ‚Hurrah, the gods have finally smiled on us.‘“

Lukor, Bandit aus dem Spiel Risen.


Religion in gamers?

On the other hand we ask about the importance of computer games to gamers. With what cognitive and emotional commitment do gamers get involved in the religious contents in the sample games? Are there any transfer processes between everyday life and game world to be established? More generally, what significance does computer gaming have in the context of individual biographies, and how is this related to the social function of religion?

 


High-speed meditation

„There must be a reason why so many of the people I know who enjoy videogames describe racing a good lap in Colin McRae Rally or clearing waves in Defender as a ‚Zen‘ experience. This is understood to be shorthand for a kind of high-speed meditation.“

Steven Pole. (2000). Trigger Happy.


Methodology

The data collection and analysis is carried out according to both, a modified participant observation („playing observation“), as well as quantitative and qualitative social research. The concept of religion stems from the modern sociology of religion and is determined multifactorial. The online survey will involve the informants in the definition; their view of religion weight the said defining factors or functions. Thus, single game signs can be identified as „religious“ and analyzed in terms of aesthetic, semiotic and ludic characteristics. The significance of these game signs and gaming in general, attributed by gamers, are accessed by survey and evaluated by qualitative content analysis.

 


Playing observation

‘Playing observation‘ is a method of data collection developed for singleplayer computer games. It is grounded in the anthropological ‚participant observation‘, but is modified according to the technological and ludological conditions of computer games.


Objectives and significance of the study

Computer games are a currently relevant topic to policies of society, education and culture. Given that situation, this research project aims to be a contribution to a necessary and differentiated social debate. In addition, the results may be relevant to practically oriented areas of culture, journalism, youth work, psychology/psychiatry, addiction prevention, (religious) education and computer game design. The topics of myth and rituals that are treated in this study are socio-politically relevant, insofar as they are prominent in social processes like identity formation, group formation, intercultural encounters and conflicts. Their discussion in the context of the study sheds new light on the potential of computer games in such processes.

 


Bedeutung des Spielens

„Die Frage ist dann, ob sich soziales Handeln durch das Potential des Computers und des Computerspielens langfristig verändert und was das genau bedeutet – nicht durch irgendwelche Spielinhalte, sondern so, wie es der Papyros gegenüber der Steintafel, die Druckmaschine im Verhlätnis zur Handschriftenrolle oder das Radio als ein ganz neues Medium bewirkt haben.“

Friedrich Krotz. (2001/2). Die Welt im Computer
.


Institute and funding

The research project „Between ‘God Mode‘ and ‘God Mood‘“ is carried out at the Institute of Science of Religion, University of Berne. It is funded by the Swiss National Science Foundation (SNSF).

 


Institute of Science of Religion, University of Berne
http://www.relwi.unibe.ch

Swiss National Science Foundation (SNSF)
http://www.snf.ch


Survey

Online survey into the religious contents of Anno 1404 and Risen

The two German questionnaires are online. The survey has been closed since June, 15th 2011.

The objective of the survey is the clarification of the following issues:
1) the social and ludological composition of the concerning gamer communities;
2) the gamers‘ understanding of religion;
3) the game components that are defined as „religious“ by gamers;
4) the meaning of these components to the informants in the context of the concerning game.

The survey is available to any German reading Anno and Risen player.

 


Die Fragebögen sind weiterhin zugänglich, doch es werden keine Daten mehr aufgezeichnet.

 

Starte den Fragebogen zum Spiel Anno 1404.“

 

„Starte den Fragebogen zum Spiel Risen.“



I’m interested in the results of the research project and would like to be notified as soon as the results are published


Email

 



Thanks to the Risen and Anno community!


A big thank you for all who participated in the survey.

Special thanks to the following operators, administrators and moderators who helped distributing the survey:

- Ralf (Fansite Anno 1404)

- Moryarity (moderator Anno 1404 forum, Ubisoft)

- OnKeLDead (former moderator Risen forum, Deep Silver)

- Tomigaya (forum member World of Risen)

- Tim Andersson (moderator World of Risen)

- meditate (administrator World of Risen)

- dc2 (administrator World of Anno)


Anno-Fanwebseite von Ralf www.anno2070-fan.de



Anno-Forum von Ubisoft
forums-de.ubi.com



Risen-Forum von Deep Silver
forum.deepsilver.com



Forum World of Anno (World of Players)
forum.worldofplayers.de


Forum World of Risen (World of Players)
forum.worldofplayers.de




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Swiss National Science Foundation (SNSF)
A Research Project of the Institute for the Science of Religion (University of Berne) and the Swiss National Science Foundation (SNSF)
Religionswissenschaften Universitaet Bern , Schweiz.