The Culture of Digital Fighting Games

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Author :
Publisher : Routledge
ISBN 13 : 1136747710
Total Pages : 264 pages
Book Rating : 4.1/5 (367 download)

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Book Synopsis The Culture of Digital Fighting Games by : Todd Harper

Download or read book The Culture of Digital Fighting Games written by Todd Harper and published by Routledge. This book was released on 2013-11-26 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world – the Evolution Series tournament, or "EVO" – and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.

The Culture of Digital Fighting Games

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Author :
Publisher : Routledge
ISBN 13 : 1136747648
Total Pages : 172 pages
Book Rating : 4.1/5 (367 download)

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Book Synopsis The Culture of Digital Fighting Games by : Todd Harper

Download or read book The Culture of Digital Fighting Games written by Todd Harper and published by Routledge. This book was released on 2013-11-26 with total page 172 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world – the Evolution Series tournament, or "EVO" – and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.

Mapping Digital Game Culture in China

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Author :
Publisher : Springer Nature
ISBN 13 : 303036111X
Total Pages : 229 pages
Book Rating : 4.0/5 (33 download)

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Book Synopsis Mapping Digital Game Culture in China by : Marcella Szablewicz

Download or read book Mapping Digital Game Culture in China written by Marcella Szablewicz and published by Springer Nature. This book was released on 2020-02-18 with total page 229 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, Marcella Szablewicz traces what she calls the topography of digital game culture in urban China, drawing our attention to discourse and affect as they shape the popular imaginary surrounding digital games. Szablewicz argues that games are not mere sites of escape from Real Life, but rather locations around which dominant notions about failure, success, and socioeconomic mobility are actively processed and challenged. Covering a range of issues including nostalgia for Internet cafés as sites of youth sociality, the media-driven Internet addiction moral panic, the professionalization of e-sports, and the rise of the self-proclaimed loser (diaosi), Mapping Digital Game Culture in China uses games as a lens onto youth culture and the politics of everyday life in contemporary China. Based on ethnographic fieldwork conducted between 2009 and 2015 and first-hand observations spanning over two decades, the book is also a social history of urban China’s shifting technological landscape.

The Toxic Meritocracy of Video Games

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Publisher : U of Minnesota Press
ISBN 13 : 1452956200
Total Pages : 308 pages
Book Rating : 4.4/5 (529 download)

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Book Synopsis The Toxic Meritocracy of Video Games by : Christopher A. Paul

Download or read book The Toxic Meritocracy of Video Games written by Christopher A. Paul and published by U of Minnesota Press. This book was released on 2018-02-20 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: An avid gamer and sharp media critic explains meritocracy’s negative contribution to video game culture—and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games’ focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage. The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games—but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.

Space and Play in Japanese Videogame Arcades

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1040029140
Total Pages : 195 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Space and Play in Japanese Videogame Arcades by : Jérémie Pelletier-Gagnon

Download or read book Space and Play in Japanese Videogame Arcades written by Jérémie Pelletier-Gagnon and published by Taylor & Francis. This book was released on 2024-05-07 with total page 195 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. Providing an overview of the historical evolution of public amusement spaces from the early rooftop amusement spaces from the early nineteenth century to the modern multi‐floor and interconnected arcade complexes that characterize the urban fabric of contemporary Japan, the book argues that arcade videogames and their associated practices must be examined in the context in which they are played, situated in the interrelation between the game software, the cabinets as material conditions of play, and the space of the venue that frames the experience. Including three case studies of distinct and significant game centres located in Tokyo and Kyoto, the book addresses of play in public, including the notion of performance and observation as play practices, spatial appropriation, as well as the compartmentalization of the play experience. In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in Japan. As such, it will appeal to students and scholars of Game Studies and Digital Media Studies, as well as those of Japanese Culture and Society.

Play Redux

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Publisher : University of Michigan Press
ISBN 13 : 0472900390
Total Pages : 193 pages
Book Rating : 4.4/5 (729 download)

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Book Synopsis Play Redux by : David Myers

Download or read book Play Redux written by David Myers and published by University of Michigan Press. This book was released on 2010-04-22 with total page 193 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Play Redux excels in tying together intellectual traditions that are rooted in literary studies, cognitive science, play studies and several other fields, thereby creating a logical whole. Through this, the book makes service to several academic communities by pointing out their points of contact. This is clearly an important contribution to a growing academic field, and will no doubt become important in many future discussions about digital games and play." ---Frans Mäyrä, University of Tampere, Finland "David Myers has researched video games longer than anyone else. Play Redux shows him continually relevant, never afraid of courting controversy." ---Jesper Juul, IT University of Copenhagen, Denmark Play Redux is an ambitious description and critical analysis of the aesthetic pleasures of video game play, drawing on early twentieth-century formalist theory and models of literature. Employing a concept of biological naturalism grounded in cognitive theory, Myers argues for a clear delineation between the aesthetics of play and the aesthetics of texts. In the course of this study, Myers asks a number of interesting questions: What are the mechanics of human play as exhibited in computer games? Can these mechanisms be modeled? What is the evolutionary function of cognitive play, and is it, on the whole, a good thing? Intended as a provocative corrective to the currently ascendant, if not dominant, cultural and ethnographic approach to game studies and play, Play Redux will generate interest among scholars of communications, new media, and film. David Myers is Reverend Aloysius B. Goodspeed Distinguished Professor at the School of Mass Communication, Loyola University New Orleans.

Versus Fighting Story Digital Omnibus

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Author :
Publisher : Ablaze Publishing
ISBN 13 :
Total Pages : 388 pages
Book Rating : 4.:/5 ( download)

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Book Synopsis Versus Fighting Story Digital Omnibus by : Izu

Download or read book Versus Fighting Story Digital Omnibus written by Izu and published by Ablaze Publishing. This book was released on 2023-11-08 with total page 388 pages. Available in PDF, EPUB and Kindle. Book excerpt: From Japan to the USA, the e-sport phenomenon continues to grow! The first manga dedicated to the world of e-sports competition! Max Volta, leader of a team of professional players, launches an assault on the Capcom Pro Tour, one of the major international competitions for Street Fighter V. Everything does not happen as expected for the arrogant and overconfident Max. Even after being named top pick to win the tournament, he suffers a crushing defeat. Max takes it out on his friends, which leads to his sponsors pulling out. He's afraid his career is over. But then the mysterious Ines offers a return to the basics of ""VS fighting"" and puts together a team capable of beating the Japanese god of fighting games...which will cause a storm in the world of professional gaming! Collecting volumes 1-2 of VERSUS FIGHTING STORY for one great price, this bundle is sure to resonate. Whether you're a beginner or a combat game specialist, you'll enjoy taking a dive into the heart of the competition in this humorous adventure and its gallery of colorful characters! Officially endorsed by Capcom and the fighting game community, featuring genuine Street Fighter characters, and produced in the vein of the best sports shonen, discover the e-sports spirit as you have seen it before.

Governance of Digital Game Environments and Cultural Diversity

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Author :
Publisher : Edward Elgar Publishing
ISBN 13 : 1849806357
Total Pages : 301 pages
Book Rating : 4.8/5 (498 download)

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Book Synopsis Governance of Digital Game Environments and Cultural Diversity by : Christoph Beat Graber

Download or read book Governance of Digital Game Environments and Cultural Diversity written by Christoph Beat Graber and published by Edward Elgar Publishing. This book was released on 2010-01-01 with total page 301 pages. Available in PDF, EPUB and Kindle. Book excerpt: 'This collection of legal, philosophical, economic, and cultural perspectives ultimately makes a strong case for the potential value of game environments for addressing diversity issues, but also raises important concerns regarding implementation of corporate and government policies in this sector highly recommended for anyone exploring this emerging field.' Benjamin T. Duranske, Pillsbury Winthrop Shaw Pittman LLP, US 'Videogaming is serious business. But the legal and theoretical implications of online and virtual environments are little understood. Professor Graber and Ms. Burri-Nenova have done a masterful job of bringing together several insightful articles that inform us about the business, legal and sociological implications of digital gaming. Innovative, fast-paced, and engaging as games themselves, these scholarly works provide invaluable insight for academics, policy makers and perhaps even participants themselves about the reality behind virtual worlds.' Shubha Ghosh, University of Wisconsin Law School, US 'This is an excellent and path-breaking collection of sharp and carefully researched essays. It provides wonderful insights on numerous important aspects of the complex relationship between play, cultural diversity, communications policy, and the governance of virtual societies. The phenomenal growth of these new digital realms has raised important questions across the academic disciplines, making this book's interdisciplinary focus extremely helpful to potential regulators and university scholars alike.' Greg Lastowka, Rutgers School of law, Camden, US This innovative book provides transdisciplinary analyses of the nature and dynamics of digital game environments whilst tackling the existing fragmentation of academic research. Digital game environments are of increasing economic, social and cultural value. As their influence on diverse facets of life grows, states have felt compelled to intervene and secure some public interests. Yet, the contours of a comprehensive governance model are far from recognisable and governments are grappling with the complexity and fluidity of online games and virtual worlds as private spaces and as experimentation fields for creativity and innovation. This book contributes to a more comprehensive and fine-grained understanding of digital game environments, which is a precondition for addressing any of the pressing governance questions posed. Particular attention is given to the concept and policy objective of cultural diversity, which also offers a unique entry point into the discussion of the appropriate legal regulation of digital games. Governance of Digital Game Environments and Cultural Diversity will be of interest to researchers of media law, internet law and governance, cultural studies, anthropology and sociology. As the book addresses a highly topical theme, it will attract the attention of policymakers at national, regional and international levels and will also serve as a great resource tool for scholars in new media and in particular digital games and virtual worlds.

Teaching for Equity, Justice, and Antiracism with Digital Literacy Practices

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1040012612
Total Pages : 267 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Teaching for Equity, Justice, and Antiracism with Digital Literacy Practices by : Meghan E. Barnes

Download or read book Teaching for Equity, Justice, and Antiracism with Digital Literacy Practices written by Meghan E. Barnes and published by Taylor & Francis. This book was released on 2024-05-30 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: To embrace today’s culturally and linguistically diverse secondary English Language Arts (ELA) classrooms, this text presents ways in which teachers can use digital tools in the service of antiracist teaching and developing equity-oriented mindsets in teaching and learning. Addressing how the use of digital tools and literacy practices can be woven into current ELA curricula, and with consistent sections, each chapter covers a different aspect of digital tool use, including multimodal texts, critical media literacies, connection-building, and digital composing. Understanding that no classroom is a monolith, Barnes and Marlatt’s timely text presents practical applications and resources suitable for different environments, including urban and rural contexts. The volume is essential reading in courses on ELA/literacy methods and multicultural education.

Game Fu

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Publisher :
ISBN 13 : 9781961392250
Total Pages : 0 pages
Book Rating : 4.3/5 (922 download)

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Book Synopsis Game Fu by : Carl Perfect Legend White

Download or read book Game Fu written by Carl Perfect Legend White and published by . This book was released on 2023-09-23 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get ready to become a master of your favorite fighting games with Game Fu: Way of the Digital Fist, the comprehensive fighting game strategy guide. Written by the legendary Carl "Perfect Legend" White - four-time world champion and a seasoned player with years of experience in the competitive gaming world. Inside, you'll find a wealth of practical advice, step-by-step instructions, and in-depth analysis that will help you improve your performance, no matter your skill level. Whether you're looking to master basic moves and combos or develop advanced strategies and techniques, this guide has everything you need to succeed. Featuring detailed breakdowns of situations and strategies, as well as insights into the competitive gaming scene, Game Fu: Way of the Digital Fist is an essential resource for anyone looking to take their fighting game skills to the next level. Packed with insider tips and expert advice, this guide will help you dominate the competition. So what are you waiting for? Order your book now, dive in, and get ready to become a real fighting game master!

Video Games and American Culture

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Publisher : Rowman & Littlefield
ISBN 13 : 1793601313
Total Pages : 163 pages
Book Rating : 4.7/5 (936 download)

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Book Synopsis Video Games and American Culture by : Aaron A. Toscano

Download or read book Video Games and American Culture written by Aaron A. Toscano and published by Rowman & Littlefield. This book was released on 2019-12-12 with total page 163 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea that video games lead to violence, this book uses a cultural studies lens to reveal a more complex situation. Video games do not lead to violence, sexism, and chauvinism. Rather, Toscano argues, a violent, sexist, chauvinistic culture reproduces texts that reflect these values. Although video games have a worldwide audience, this book focuses on American culture and how this multi-billion dollar industry entertains us in our leisure time (and sometimes at work), bringing us into virtual environments where we have fun learning, fighting, discovering, and acquiring bragging rights. When politicians and moral crusaders push agendas that claim video games cause a range of social ills from obesity to mass shooting, these perspectives fail to recognize that video games reproduce hegemonic American values. This book, in contrast, focuses on what these highly entertaining cultural products tell us about who we are.

The Representation of Japanese Politics in Manga

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Author :
Publisher : Routledge
ISBN 13 : 1000217450
Total Pages : 452 pages
Book Rating : 4.0/5 (2 download)

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Book Synopsis The Representation of Japanese Politics in Manga by : Roman Rosenbaum

Download or read book The Representation of Japanese Politics in Manga written by Roman Rosenbaum and published by Routledge. This book was released on 2020-10-29 with total page 452 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited volume explores political motives, discourses and agendas in Japanese manga and graphic art with the objective of highlighting the agency of Japanese and wider Asian story-telling traditions within the context of global political traditions. Highly illustrated chapters presented here investigate the multifaceted relationship between Japan’s political storytelling practices, media and bureaucratic discourse, as played out between both the visual arts and modern pop-cultural authors. From pioneering cartoonist Tezuka Osamu, contemporary manga artists such as Kotobuki Shiriagari and Fumiyo Kōno, to videogames and everyday merchandise, a wealth of source material is analysed using cross-genre techniques. Furthermore, the book resists claims that manga, unlike the bandes dessinées and American superhero comic traditions, is apolitical. On the contrary, contributors demonstrate that manga and the mediality of graphic arts have begun to actively incorporate political discourses, undermining hegemonic cultural constructs that support either the status quo, or emerging brands of neonationalism in Japanese society. The Representation of Politics in Manga will be a dynamic resource for students and scholars of Japanese studies, media and popular cultural studies, as well as practitioners in the graphic arts.

The Business and Culture of Digital Games

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Author :
Publisher : SAGE
ISBN 13 : 9781412900478
Total Pages : 198 pages
Book Rating : 4.9/5 (4 download)

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Book Synopsis The Business and Culture of Digital Games by : Aphra Kerr

Download or read book The Business and Culture of Digital Games written by Aphra Kerr and published by SAGE. This book was released on 2006-04-06 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment.

Gamer Nation

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Publisher : JHU Press
ISBN 13 : 1421428695
Total Pages : 297 pages
Book Rating : 4.4/5 (214 download)

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Book Synopsis Gamer Nation by : John Wills

Download or read book Gamer Nation written by John Wills and published by JHU Press. This book was released on 2019-05-21 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explores how games actively influence the ways people interpret and relate to American life. In 1975, design engineer Dave Nutting completed work on a new arcade machine. A version of Taito's Western Gun, a recent Japanese arcade machine, Nutting's Gun Fight depicted a classic showdown between gunfighters. Rich in Western folklore, the game seemed perfect for the American market; players easily adapted to the new technology, becoming pistol-wielding pixel cowboys. One of the first successful early arcade titles, Gun Fight helped introduce an entire nation to video-gaming and sold more than 8,000 units. In Gamer Nation, John Wills examines how video games co-opt national landscapes, livelihoods, and legends. Arguing that video games toy with Americans' mass cultural and historical understanding, Wills show how games reprogram the American experience as a simulated reality. Blockbuster games such as Civilization, Call of Duty, and Red Dead Redemption repackage the past, refashioning history into novel and immersive digital states of America. Controversial titles such as Custer's Revenge and 08.46 recode past tragedies. Meanwhile, online worlds such as Second Life cater to a desire to inhabit alternate versions of America, while Paperboy and The Sims transform the mundane tasks of everyday suburbia into fun and addictive challenges. Working with a range of popular and influential games, from Pong, Civilization, and The Oregon Trail to Grand Theft Auto, Silent Hill, and Fortnite, Wills critically explores these gamic depictions of America. Touching on organized crime, nuclear fallout, environmental degradation, and the War on Terror, Wills uncovers a world where players casually massacre Native Americans and Cold War soldiers alike, a world where neo-colonialism, naive patriotism, disassociated violence, and racial conflict abound, and a world where the boundaries of fantasy and reality are increasingly blurred. Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but also how games affect how people relate to America itself.

Power Play

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Author :
Publisher : Macmillan + ORM
ISBN 13 : 1250089344
Total Pages : 237 pages
Book Rating : 4.2/5 (5 download)

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Book Synopsis Power Play by : Asi Burak

Download or read book Power Play written by Asi Burak and published by Macmillan + ORM. This book was released on 2017-01-31 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt: The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.

Computer Games as a Sociocultural Phenomenon

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Author :
Publisher : Springer
ISBN 13 : 023058330X
Total Pages : 229 pages
Book Rating : 4.2/5 (35 download)

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Book Synopsis Computer Games as a Sociocultural Phenomenon by : A. Jahn-Sudmann

Download or read book Computer Games as a Sociocultural Phenomenon written by A. Jahn-Sudmann and published by Springer. This book was released on 2008-01-17 with total page 229 pages. Available in PDF, EPUB and Kindle. Book excerpt: Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.

Playing with Religion in Digital Games

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Publisher : Indiana University Press
ISBN 13 : 0253012635
Total Pages : 304 pages
Book Rating : 4.2/5 (53 download)

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Book Synopsis Playing with Religion in Digital Games by : Heidi A. Campbell

Download or read book Playing with Religion in Digital Games written by Heidi A. Campbell and published by Indiana University Press. This book was released on 2014-04-28 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Shaman, paragon, God-mode: modern video games are heavily coded with religious undertones. From the Shinto-inspired Japanese video game Okami to the internationally popular The Legend of Zelda and Halo, many video games rely on religious themes and symbols to drive the narrative and frame the storyline. Playing with Religion in Digital Games explores the increasingly complex relationship between gaming and global religious practices. For example, how does religion help organize the communities in MMORPGs such as World of Warcraft? What role has censorship played in localizing games like Actraiser in the western world? How do evangelical Christians react to violence, gore, and sexuality in some of the most popular games such as Mass Effect or Grand Theft Auto? With contributions by scholars and gamers from all over the world, this collection offers a unique perspective to the intersections of religion and the virtual world.