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Players and developers use games to express their existential and spiritual feelings. Video games as cultural objects can also provide religious and spiritual experiences, like Journey. [28] Developer Jenova Chen said that "I feel that Journey is a very spiritual game. People from around the world ask me if the game has a religious connection.
Church of All Worlds – Stranger in a Strange Land by Robert A. Heinlein (inspired a non-fictional religious group of the same name) Church of Science – the bogus religion established by Salvor Hardin in Isaac Asimov's Foundation; The Covenant Religion, also known as "The Great Journey" – Halo; Cthulhu Mythos cults – Cthulhu Mythos
A "赤", the kanji figure for red, the symbol of Matrixism, a fictional religion. A fictional religion, hypothetical religion, imaginary religion or invented religion refers to a fictional belief system created for the purposes of literature, film, or game. Fictional religions can be complex and inspired by or build on existing religions.
Double Fanucci - a fictional card game mentioned throughout the Zork series of computer adventure games. Dragon Poker - the MythAdventures books by Robert Asprin; Fizzbin - Star Trek [5] Go Johnny Go Go Go Go - is a comedy fictional card game from the television series, The League of Gentlemen from the Series 2 episode, "A Plague on Royston Vasey".
This field of research utilizes the tactics of, at least, folkloristics and cultural heritage, sociology and psychology, while examining aspects of the design of the game, the players in the game, and the role the game plays in its society or culture. Game studies is oftentimes confused with the study of video games, but this is only one area ...
Barker [12] also questions whether there is a need to include these social manifestations as part of the concept of religion when perhaps they are examples of secular fiction, rather than religion, thus hyper-real religions blur the line between religion and non-religion, bringing more ideas and objects into the fold of religion.
Man, Play and Games (ISBN 0029052009) is the influential 1961 book by the French sociologist Roger Caillois (French: Les jeux et les hommes, 1958) on the sociology of play and games or, in Caillois' terms, sociology derived from play. Caillois interprets many social structures as elaborate forms of games and much behaviour as a form of play.
Worldbuilding is the process of constructing an imaginary world or setting, sometimes associated with a fictional universe. [1] Developing the world with coherent qualities such as a history, geography, culture and ecology is a key task for many science fiction or fantasy writers. [2]