Resemblance of religion and pervasive games: A study among church employees and gamers
Authors
Role-Playing & Narrative GamesTechnology Ethics & Critical HCI
Title of the Paper
The Similarities Between Religion and Pervasive Games: A Study of Church Employees and Game Players
Bibliographic Information
- Subject Area: Human-Computer Interaction (HCI), Intersection of Religion and Games
- Keywords: Religion, Video Games, Metaverse, Gamification, Augmented Reality, Pervasive Games, Technology and Spirituality
Research Background and Problem
- Issues and Challenges:
- Previous studies have mentioned potential similarities between games, extended reality, and religion/spirituality, but there is limited research specifically on the relationship between pervasive games and religious systems.
- Pervasive games transform reality into a game arena, altering players' behaviors and modes of social interaction, potentially intersecting with religious beliefs and practices.
- Significance:
- Video games are a significant part of modern culture, while religion has had a profound influence on human societies throughout history.
- Understanding the intersection of the two can help shed light on technology-driven social and cultural transformations.
- Research Motivation and Related Work:
- The study aims to explore how religious elements manifest in technological contexts and analyze how pervasive games evoke quasi-religious phenomena in real-world scenarios.
- Related research has extended into areas such as "digital theology" and "digital religion," as well as religious themes in video games, but pervasive games remain underexplored.
Solution
- Proposed Approach or Solution:
- Gather neutral perspectives from professionals in the fields of religion and gaming to analyze the similarities between pervasive games and religion.
- Employ sociologist Émile Durkheim’s functionalist theory (focusing on the social and psychological functions of religion) as the analytical framework.
- Innovations:
- Introduced five unique dimensions of analysis: "Shared Premises," "Extended Reality," "Symbolization," "Daily Structuring," and "Resilience and Healing."
- Participants include Christian (Finnish Evangelical Lutheran) church employees and pervasive game players, providing a novel data sample.
- Implementation Steps and Techniques:
- Data Collection: Conducted two rounds of surveys to gather perspectives from Finnish Evangelical Lutheran church employees (N=156) and players of games like Pokémon GO (N=98).
- Data Analysis: Used an iterative qualitative analysis method, guided by Durkheim’s theory to construct and code thematic frameworks.
Research Findings
- Specific Findings:
- Identified five dimensions of similarity between religion and pervasive games:
- Shared Premises: Both religion and games connect communities through shared beliefs, narratives, and concepts, e.g., players collaborate to complete tasks, while believers engage in rituals to share emotions.
- Extended Reality: Games reveal hidden layers through augmented reality technology, akin to how religion requires faith as a "lens" to perceive the supernatural world.
- Symbolization: Both religious symbols (e.g., the cross) and game icons or virtual content convey higher levels of meaning through symbolic representation.
- Daily Structuring: Both are embedded in daily life and restructure behaviors, e.g., religious individuals organize their day through prayer, while players allocate time based on game objectives.
- Resilience and Healing: Both religion and games provide psychological comfort and relaxation in daily life.
- Found that 42.5% of respondents believed there were no similarities between religion and pervasive games, indicating that such functional similarities are not apparent to many.
- Identified five dimensions of similarity between religion and pervasive games:
- Strengths:
- By applying Durkheim’s perspective, the study positions religion and games as activities that share a "collective consciousness," uncovering rich social dimensions.
- Experimental or Evaluation Results:
- Through in-depth survey analysis of church employees and game players, the study provides insights into the intersection of technology, religion, and social change.
- Limitations and Future Directions:
- Limitations: The study focuses primarily on Finnish Christian employees and players, which may limit the generalizability of the findings.
- Future Directions:
- Validate findings in a global context and with other religions (e.g., Islam, Buddhism).
- Quantitatively test the prevalence of the identified themes.
- Explore potential negative similarities between religion and games.
This study offers in-depth insights into the social functional similarities between religion and pervasive games, providing theoretical support and practical implications for the fields of HCI, religious studies, and game design.
Research Questions / Practical Problems
Question signals indexed for this paper.
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Research Questions
3- What factors in pervasive games resemble the social and psychological functions of religion?Category: XR Evaluation Methods, Factors, and Experience ImpactSimilar questionsarrow_forward
- How do pervasive games deliver religion-like experiences through AR technology and symbolism?Category: XR Evaluation Methods, Factors, and Experience ImpactSimilar questionsarrow_forward
- What similar roles do religion and pervasive games play in structuring daily behavior and psychological healing?Category: XR Evaluation Methods, Factors, and Experience ImpactSimilar questionsarrow_forward
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Practical Problems
1- The cultural impact of religious activities and pervasive game interactions on modern society is not fully understood.Category: XR Evaluation Methods, Factors, and Experience ImpactSimilar questionsarrow_forward
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DOI: https://doi.org/10.1145/3544548.3581056
At a Glance
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Source
CHI
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Year
2023
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Role-Playing & Narrative Games, Technology Ethics & Critical HCI
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