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Studia Paedagogica Ignatiana

Video Games as a Tool of Developing and Teaching Christian Spiritulity
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Video Games as a Tool of Developing and Teaching Christian Spiritulity

Authors

  • Maciej Jemioł Akademia Ignatianum w Krakowie https://orcid.org/0000-0003-3627-9392

DOI:

https://doi.org/10.12775/SPI.2021.1.007

Keywords

spirituality, video games, Christianity, teaching, Final Fantasy XV

Abstract

This paper focuses around the relationship between spirituality and video games as a medium, with special attention to the possibility of developing and teaching Christian spirituality through the analysis of already existing games. The aim of the paper is to present conditions necessary to treat a given game as a useful tool in developing our understanding of Christian spirituality. The point is that the narrative structure of such games should be constructed in such a way that it allows the functioning of supernatural values, which are crucial to understand the spirituality of the supernatural, and that the protagonists of the games led by the player refer to these values within the plots. The methodology used here refers to the studies conducted by Anton Karl Kozlovic and relies on finding religious subtexts in video games that are not religious in themselves. Three examples of spirituality in video games are analyzed here: Final Fantasy XV, Night in the Woods and Journey. Doubts will also be raised as to whether a player’s spirituality is engaged directly or only through immersive mediation in the gaming process. From the analyzes carried out, conclusions will be drawn about the possibility of shaping Christian spirituality through video games and the processual nature of spirituality present in the games.

References

Opracowania naukowe

Bosman F.G. (2014). “The Lamb of Comstock”. Dystopia and Religion in Video Games, „Heidelberg Journal of Religions on the Internet”, t. 5: Religion in Digital Games. Multiperspective and Interdisciplinary Approaches, s. 162–182.

Chmielewski M. (2002). Duchowość, [w:] Leksykon duchowości katolickiej, red. M. Chmielewski, Lublin–Kraków: Wydawnictwo „M”, s. 226–232.

Chmielewski M. (2017). Duchowość chrześcijańska na tle współczesnych koncepcji duchowości. Zarys problematyki, „Roczniki Teologiczne”, t. 64, nr 5, s. 159–179.

Collins J. (1989). Cultural Fragmentation and the Rise of Discurstive Ideologies, [w:] Uncommon Cultures: Popular Culture and Post-Modernism, New York–London: Routledge, s. 1–28.

Downing Ch. (1968). Typology and the Literary Christ-Figure: A Critique, „Journal of the American Academy of Religion”, t. 36, nr 1, s. 13–27.

Kozlovic A.K. (2003). Sacred Subtexts and Popular Film: A Brief Survey of Four Categories of Hidden Religious Figurations, „Journal of Contemporary Religion”, t. 18, nr 3, s. 317–334.

Kozlovic A.K. (2004a). The Cinematic Christ-Figure, „The Furrow”, t. 55, nr 1, s. 26–30.

Kozlovic A.K. (2004b). The Structural Characteristics of the Cinematic Christ-Figure, „The Journal of Religion and Popular Culture”, t. 8, nr 1, https://doi.org/10.3138/jrpc.8.1.005.

Kozlovic A.K. (2005). The Christ-Figure in Popular Films, „Kinema: A Journal for Film and Audiovisual Media” (November), https://doi.org/10.15353/kinema.vi.1090 [dostęp: 31.12.2020].

Langer T.W. Jr. (2019). The Gamification of Kings: Teaching Judeo-Christian Kingship through Final Fantasy XV, Wilmore (KY): Asbury Theological Seminary, https://place.asburyseminary.edu/ecommonsatsdissertations/1422/ [dostęp: 31.12.2020].

Mariański J. (2020). Nowa duchowość jako megatrend społeczno-kulturowy, [w:] Małe miasta. Duchowość pozakanoniczna, red. M. Zemeło, Białystok–Supraśl: Wydawnictwo Uniwersytetu w Białymstoku, Futoma, s. 15–55.

Mielicka-Pawłowska H. (2015). Duchowość jako forma moralności religijnej, „Colloquium Wydziału Nauk Humanistycznych i Społecznych AMW”, t. 4, s. 115–132.

Mielicka-Pawłowska H. (2017a). Duchowość jako forma konstruowania porządku aksjonormatywnego, „Uniwersyteckie Czasopismo Socjologiczne”, t. 21, nr 4, s. 67–74.

Mielicka-Pawłowska H. (2017b). Duchowość jako religijność ponowoczesna, [w:] Religie w dialogu kultur, t. 2, red. M. Szulakiewicz, Ł. Dominiak, Toruń: Fundacja Societas et Ius, s. 103–116.

Nowak A.J. (1998). Duchowość osób konsekrowanych, [w:] Vita consecrata. Adhortacja. Tekst i komentarze, red. A.J. Nowak, Lublin: Wydawnictwo KUL, s. 179–189.

Sheldrake P. (2007). A Brief History of Spirituality, Malden (MA): Blackwell Publishing.

Squire K. (2003). Video Games in Education, „International Journal of Intelligent Games & Simulation”, t. 2, nr 1, s. 49–62.

Sztaba M. (2015). Pedagogika osoby wobec zagadnienia duchowości, „Forum Pedagogiczne”, t. 5, nr 2, s. 41–62.

Walton K. (1990). Representation and Make-Believe, [w:] Mimesis as Make-Believe: On the Foundations of the Representational Arts, Cambridge (MA)–London: Harvard University Press, s. 13–69.

Weber R., Behr K., DeMartino C. (2014). Measuring Interactivity in Video Games, „Communication Methods and Measures”, t. 8, nr 2, s. 79–115.

Netografia

Hernandez P. (2013). Some Don’t Like BioShock’s Forced Baptism: Enough to Ask for a Refund, „Kotaku”, https://kotaku.com/some-dont-like-bioshocks-forced-baptism-enough-to-as-473178476 [dostęp: 31.12.2020].

Gry wideo

Abzu, Giant Squid 2016.

AER: Memories of Old, Forgotten Key 2017.

BioShock Infinite, Irrational Games 2013.

Final Fantasy XV, Square Enix 2016.

Hollow Knight, Team Cherry 2017.

Journey, Thatgamecompany 2012.

Night in the Woods, Infinite Fall 2017.

The Witness, Thekla, Inc. 2016.

Studia Paedagogica Ignatiana

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Published

2021-05-05 — Updated on 2021-05-05

How to Cite

1.
JEMIOŁ, Maciej. Video Games as a Tool of Developing and Teaching Christian Spiritulity. Studia Paedagogica Ignatiana. Online. 5 May 2021. Vol. 24, no. 1, pp. 135-152. [Accessed 29 January 2026]. DOI 10.12775/SPI.2021.1.007.
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Vol. 24 No. 1 (2021): Duchowość w edukacji

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Case Reports

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