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Video games teach students in this class how religion works in the modern world

Video games teach students in this class how religion works in the modern world

  • Uncommon Courses from The Conversation U.S. highlights an unconventional approach to teaching “Religion and Gameworlds,” a course that explores how video games reflect and shape our understanding of religion in the modern world.
  • The course uses popular video games, such as “Black Myth: Wukong” and “Raji: an Ancient Epic,” to teach students about various religious traditions and mythologies from around the world.
  • Students in the class play the games and then analyze their experiences, noting how religious themes, narratives, and practices are represented in the game worlds they experience.
  • The course aims to prepare students to better understand the broader contexts of their shared experience of enjoying video games, including the role of religion in shaping that experience and its impact on modern society.
  • By exploring the intersection of gaming and religion, the course seeks to equip students with a deeper understanding of how popular media can serve as powerful pedagogical tools for learning about cultural exchange and religious narratives.

A man plays the Chinese action role-playing game 'Black Myth: Wukong' during its launch day in Hangzhou, in eastern China's Zhejiang province, on Aug. 20, 2024. STR/AFP via Getty Images

Uncommon Courses is an occasional series from The Conversation U.S. highlighting unconventional approaches to teaching.

Title of the course

Religion and Gameworlds

What prompted the idea for the course?

Most of my research is in Chinese religions, and I find it fascinating that popular video games – like many popular films before them – draw from the mythologies, cosmologies, unseen powers and heroic narratives found across the world’s religious traditions.

Recent examples such as “Black Myth: Wukong” and “Raji: an Ancient Epic” draw explicitly from mythologies and religious narratives of China and India, respectively, putting the player in direct contest against pantheons of gods. Meanwhile, games such as “Sid Meier’s CIV VI,” where players develop an historical civilization from the Stone Age to Space Age in a quest for global domination, explicitly utilize religion as ways to develop and conquer the world.

At the same time, the interactive experience of a video game makes it an especially interesting place to study religion. When your character uses magic, interacts with powerful deities, or even achieves godlike status themselves, the player also shares such experiences on some level as well. Sometimes, viewers’ experiences blur the lines between “real life” and on-screen.

Some churches have even used the game “Second Life” to offer worshippers the option of getting baptized using their digital avatar in the game. This kind of practice raises poignant questions about how we understand religion in our modern world.

Several robot-like figures stand in a circle, some with their hands raised.

A still from the ‘Second Life’ game.
Strawberry/Flickr, CC BY-NC-SA

What does the course explore?

What makes this course different from many others that utilize video games is that the student experience of playing the games influences how we frame our investigation of religion. Students wrestle with questions about how religion helps build the worlds they are experiencing.

We meet in the game lab as a class once a week to observe and analyze each other’s experiences playing different kinds of games.

We start the week with relevant theoretical and historical framing in the traditional classroom. For example, in our investigation of “Black Myth: Wukong,” a game inspired by the 16th-century novel “Journey to the West,” students first read selections from the work as they learn about its protagonist, the trickster monkey god Sun Wukong.

In the novel, Wukong picks fights with all the gods in an attempt to overthrow the cosmic order, only to eventually be violently put in his place by the highest gods of the Chinese pantheon. Our class discussions thus serve as a general introduction to Chinese religions, while we also get to discuss the theoretical basis for culturally defined ideas such as what makes a hero.

Playing as a descendant of Sun Wukong, students explore enchanted landscapes, interact with local spirits and engage in magical combat against the very gods that we learned about in class.

Each week, students note their observations, carefully detailing their experience playing the game, as well as the experience of watching others do the same. Students are also asked to analyze the ways in which religious themes, narratives and practices played a role in the game world they experienced.

We conclude the class with weekly reflections on the overall experience.

What will the course prepare students to do?

In 2024, the video game industry boasted over US$184 billion generated in market value. The global reach of games allows new audiences to experience and learn about religious narratives and practices in new ways.

Popular media has long been a powerful mode of cultural exchange. Video games are just a recent example, but the scale to which gamers around the world connect with each other through playing demands more attention.

The wild popularity following the 2024 release of the game “Black Myth: Wukong,” the first premier produced game out of China for an international audience, suggests that this kind of experience is truly a global phenomenon that will only continue to grow. It only makes sense that video games can serve as powerful pedagogical tools as well.

The goal of the course is to prepare students to better understand the broader contexts in which their shared experience of enjoying video games derives. Learning about the role of religion in shaping that experience allows students to better understand how religion shapes our modern world.

The Conversation

Michael Naparstek does not work for, consult, own shares in or receive funding from any company or organization that would benefit from this article, and has disclosed no relevant affiliations beyond their academic appointment.

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Q. What inspired the idea for the “Religion and Gameworlds” course?
A. The instructor’s research in Chinese religions led them to notice how popular video games draw from mythologies, cosmologies, and religious narratives from around the world.

Q. How does the interactive experience of a video game make it an interesting place to study religion?
A. When players interact with powerful deities or achieve godlike status, they also share similar experiences on some level, blurring the lines between “real life” and on-screen.

Q. What makes this course different from others that use video games as a teaching tool?
A. The student experience of playing the games influences how the investigation of religion is framed, with students wrestling with questions about how religion builds the worlds they are experiencing.

Q. How do students in the course analyze their experiences playing video games?
A. Students note their observations, detail their experience playing the game, and analyze the ways in which religious themes, narratives, and practices played a role in the game world they experienced.

Q. What is the goal of the “Religion and Gameworlds” course?
A. The goal is to prepare students to better understand the broader contexts in which their shared experience of enjoying video games derives, specifically by learning about the role of religion in shaping that experience.

Q. How does the course prepare students for the growing global reach of the video game industry?
A. By understanding how religious narratives and practices are represented in popular media, including video games, students will be better equipped to navigate this global phenomenon.

Q. What is an example of a church using a video game as part of their worship practice?
A. Some churches have used the game “Second Life” for worshippers to get baptized using their digital avatar in the game.

Q. How does the course combine traditional classroom learning with interactive gameplay?
A. The class starts with theoretical and historical framing in the traditional classroom, followed by a weekly game lab session where students observe and analyze each other’s experiences playing different kinds of games.

Q. What is the significance of the 2024 release of “Black Myth: Wukong” for the course?
A. The wild popularity of this game suggests that video games can serve as powerful pedagogical tools, allowing new audiences to experience and learn about religious narratives and practices in new ways.

Q. How much did the global video game industry generate in market value in 2024?
A. Over $184 billion was generated in market value in 2024.