What is ReligiousGames.org?
ReligiousGames.org is an effort to inspire innovative research on religion and digital culture.
ReligiousGames.org is an effort to inspire innovative research on religion and digital culture.
Whose research is this?
Hello! My name is Dr. Vivian Gonzalez, and this website builds upon my doctoral dissertation, Born Again Digital: Exploring Evangelical Video Game Worlds. The text as I defended it in 2014 at the University of North Carolina - Chapel Hill is available here: https://cdr.lib.unc.edu/record/uuid:0ff817de-6bee-4319-9b49-a6af18193eb5 .
The Religious Video Games Index is more than a correction and expansion of my prior research, however. This is an invitation to ongoing collaboration. Shuhei Fujii of Tokyo University, for instance, shared a catalog of 59 Japanese console games exploring topics from Tarot to Buddhist calligraphic exercises. Such efforts significantly deepen the Index's historical accuracy. Please use the forms on the contact page if you are interested in participating in this project or related research.
I have also been grateful for the assistance of my seven year-old child and her early efforts in database management.
The Religious Video Games Index is more than a correction and expansion of my prior research, however. This is an invitation to ongoing collaboration. Shuhei Fujii of Tokyo University, for instance, shared a catalog of 59 Japanese console games exploring topics from Tarot to Buddhist calligraphic exercises. Such efforts significantly deepen the Index's historical accuracy. Please use the forms on the contact page if you are interested in participating in this project or related research.
I have also been grateful for the assistance of my seven year-old child and her early efforts in database management.
Why should I care about these religious video games?
These games will surprise you. That is to say, whether you come here for pious, playful, academic, or ironic reasons, you will find games that hold your interest and defy your expectations.
● Players and parents in search of inspiring non-violent games, will discover them. In fact, this list is a crossroads for dozens of different paths to inspiration, and nearly as many senses of what makes a game non-violent. So anyone seeking personal edification will tend to find games that affirm their world-view, as well as some surprising - even shocking - near misses. Those who persevere will find gems.
● Game developers curious about what has already been tried will find bold experiments shuffled among the word-puzzles and interactive storybooks. In here are biofeedback controlled meditation games, friendship simulators, and non-violent shooters. Most surprising, though, is the single factor that defines the list: These games were designed to transform (or stabilize) the player's actual understanding of the universe.
● Video game scholars, bloggers, and journalists will find a world of games that challenge their usual categories. There are senses in which these games are "serious," "educational," "art games," or "indie," but it is clear that none of those categories were created with religious games in mind. These games make us ask strange questions (e.g. "Is a religion a fandom?" ) and strange questions inspire creative commentary.
Similarly, trolls seeking to mock amateurish titles could find targets here. If they were to look honestly, however, they would discover a braver game-criticism than trollery provides. Religious game designers are counter-gamers, people whose displeasure with the games of others drives them to create better ones.
● Scholars of religion will find a compelling dataset for studying the ways digital media and religion transform one another. In these games, scholars can examine novel ritual practices, various ways emerging technologies can bind communities together, and pious translations of theology into code. With instances starting a full decade before the Internet boom and emerging from dozens of specific religious traditions, these games present myriad possibilities for compelling studies of contemporary religion.
● For those of us who study both religion and video games, this website hopes to inspire a transformation of our subfield. Realizing that thousands of video games have been created for religious audiences makes one wonder why scholarship on religion and video games tends to reference them only in passing. The religious dynamics of mainstream blockbusters merit research, of course, but it is not clear why our subfield is disproportionately dedicated to that topic. Religious games are diverse, abundant, and worthy of study. To inspire collaboration toward that research is this website's single purpose. Please use this data, and please be in touch.
● Players and parents in search of inspiring non-violent games, will discover them. In fact, this list is a crossroads for dozens of different paths to inspiration, and nearly as many senses of what makes a game non-violent. So anyone seeking personal edification will tend to find games that affirm their world-view, as well as some surprising - even shocking - near misses. Those who persevere will find gems.
● Game developers curious about what has already been tried will find bold experiments shuffled among the word-puzzles and interactive storybooks. In here are biofeedback controlled meditation games, friendship simulators, and non-violent shooters. Most surprising, though, is the single factor that defines the list: These games were designed to transform (or stabilize) the player's actual understanding of the universe.
● Video game scholars, bloggers, and journalists will find a world of games that challenge their usual categories. There are senses in which these games are "serious," "educational," "art games," or "indie," but it is clear that none of those categories were created with religious games in mind. These games make us ask strange questions (e.g. "Is a religion a fandom?" ) and strange questions inspire creative commentary.
Similarly, trolls seeking to mock amateurish titles could find targets here. If they were to look honestly, however, they would discover a braver game-criticism than trollery provides. Religious game designers are counter-gamers, people whose displeasure with the games of others drives them to create better ones.
● Scholars of religion will find a compelling dataset for studying the ways digital media and religion transform one another. In these games, scholars can examine novel ritual practices, various ways emerging technologies can bind communities together, and pious translations of theology into code. With instances starting a full decade before the Internet boom and emerging from dozens of specific religious traditions, these games present myriad possibilities for compelling studies of contemporary religion.
● For those of us who study both religion and video games, this website hopes to inspire a transformation of our subfield. Realizing that thousands of video games have been created for religious audiences makes one wonder why scholarship on religion and video games tends to reference them only in passing. The religious dynamics of mainstream blockbusters merit research, of course, but it is not clear why our subfield is disproportionately dedicated to that topic. Religious games are diverse, abundant, and worthy of study. To inspire collaboration toward that research is this website's single purpose. Please use this data, and please be in touch.
How can I contribute, correct, or just correspond?
Please email [email protected] or use the forms on the "Contact" page.
What is the Religious Video Game Index?
It is a searchable catalog of religious video games across the first 35 years of religious video games. All links are stably backed up through either WorldCat or the Internet Archive. It was last updated on December 30, 2022.
It is a searchable catalog of religious video games across the first 35 years of religious video games. All links are stably backed up through either WorldCat or the Internet Archive. It was last updated on December 30, 2022.
With a catalog this large, where does one begin?
Begin playfully. The Index currently includes 331 games that are "Online," another 616 free to "Download," and 22 that offer a playable "Demo." Just sort by Media to choose whichever works best for you.
Of course, this is still a rather large collection, so here are a few suggestions, selected to demonstrate the diversity of religious games.
● Online: Mara's Garden (Buddhist); King's Call (Christian); Mitzvah Moonwalk (Jewish (Chabad)); Jigsaw Puzzles (Muslim); Missionary Plumber (Christian (Adventist)); 20-in-1 Minigames (Christian (Mormon))
● Demo: Pop 316 (Jewish), Moksha (Hindu), Light Rangers (Christian); Forgiveness (Christian)
● Download: Enochian Chess (occult); The Pesach Adventure (Jewish)
● Purchase: Spiritual Warfare (Christian); Al Quraish (Muslim); The Philistine Ploy (Jewish)
Of course, this is still a rather large collection, so here are a few suggestions, selected to demonstrate the diversity of religious games.
● Online: Mara's Garden (Buddhist); King's Call (Christian); Mitzvah Moonwalk (Jewish (Chabad)); Jigsaw Puzzles (Muslim); Missionary Plumber (Christian (Adventist)); 20-in-1 Minigames (Christian (Mormon))
● Demo: Pop 316 (Jewish), Moksha (Hindu), Light Rangers (Christian); Forgiveness (Christian)
● Download: Enochian Chess (occult); The Pesach Adventure (Jewish)
● Purchase: Spiritual Warfare (Christian); Al Quraish (Muslim); The Philistine Ploy (Jewish)
Why don't you include [game]? It has religious themes!
Of the questions in this F.A.Q., this is the only one that I have actually been asked "frequently." People enjoy locating traces of religion in video games, and tend to expect that a "religious video game" is one that contains several. Though this standard is fairly vague, it is quite pervasive: for instance, Wikipedia defines a Christian game as "one that incorporates themes from Christianity," where other research, from the popular to the academic, has variously emphasized "religious figures," "religious ideas," or "religious symbolism." Locating religion this way can be helpful because it allows the tools of religious studies to be applied in novel ways. Unfortunately, it also describes a field of research so expansive that it is difficult to say anything specific about it: Zelda has Goddesses, BioShock has prophecy, and games almost always contain some matter of resurrection, avatars, and a transformative journey. The research on this page prefers a more bounded definition of "religion" that looks for games that teach the metaphysics of specific religious traditions.
Chances are the game you hoped would be here was not included because, though the material it contains is religious in other contexts, the game does not present that material as relevant to the player's understanding of their actual world.
Chances are the game you hoped would be here was not included because, though the material it contains is religious in other contexts, the game does not present that material as relevant to the player's understanding of their actual world.
What counts as "religious" and what doesn't?
I understand "religion" to mean "negotiations concerning the place of humans among non-human entities." This definition is strongly influenced by David Chidester's Authentic Fakes (p. 18), as well as Robert Orsi's Between Heaven and Earth (p. 74), and fleshed out at length in my dissertation (p. 19-28). "A religion" is a group that uses a relatively stable set of materials to interact with specific non-humans. Which words, images, and techniques are included among those materials, and which entities they entreat - whether gods, spirits, energies, true selves, Truths, etc. - will vary according to tradition. If a game seeks to present religious materials to members (or potential members) of a specific religion, the game belongs on this list.
Thus, not all media which discusses the gods is religious, because it is possible to discuss the gods in ways that audiences will presume have nothing to do with their actual universe. We can identify three prominent non-religious ways for sometimes-religious materials to appear in media: Blasphemy, Irony, and Fantasy. Games with "religious themes" not included in this index can usually be sorted into one of these categories.
● "Blasphemous" references borrow from contemporary religions under the premise that the non-human members of those religions are fictions and the human members are deluded. In blasphemous games, sacred things are trampled underfoot to mock believers; if a game invited players to trample sacred things to offend an existent god, that game would be classified as religious.
● "Ironic" references borrow from contemporary religions in a way that is neutral on how truthful those religions are. The crosses and holy water in vampire hunting games are usually of this sort: they reference Christianity, but there is no indication that Christianity is either bolstered or challenged thereby. This would also includes all religious references that circulate as historical education.
● "Fantastic" references borrow from religions presumed to have existed in more credulous ages now past. Where fantasy includes crosses, they are often glowing equilateral ones with powers connected to functional magic.
Thus, not all media which discusses the gods is religious, because it is possible to discuss the gods in ways that audiences will presume have nothing to do with their actual universe. We can identify three prominent non-religious ways for sometimes-religious materials to appear in media: Blasphemy, Irony, and Fantasy. Games with "religious themes" not included in this index can usually be sorted into one of these categories.
● "Blasphemous" references borrow from contemporary religions under the premise that the non-human members of those religions are fictions and the human members are deluded. In blasphemous games, sacred things are trampled underfoot to mock believers; if a game invited players to trample sacred things to offend an existent god, that game would be classified as religious.
● "Ironic" references borrow from contemporary religions in a way that is neutral on how truthful those religions are. The crosses and holy water in vampire hunting games are usually of this sort: they reference Christianity, but there is no indication that Christianity is either bolstered or challenged thereby. This would also includes all religious references that circulate as historical education.
● "Fantastic" references borrow from religions presumed to have existed in more credulous ages now past. Where fantasy includes crosses, they are often glowing equilateral ones with powers connected to functional magic.
Which religions are included?
● A "Biblical" game is one that could plausibly sustain a Jewish as well as a Christian audience. If the game was found to contain crosses, Jesus, a "New/Old Testament" division, churches, or other material that would probably drive away Jewish players, it was classified as "Christian." (In some cases this may mean that future research will reclassify Biblical games as Christian.) Likewise, a game containing only Biblical content, when self-described as "Torah," would be classified as "Jewish" the Index.
● The Index includes religious sub-groups when they are evident. Christianity was subdivided into (Seventh Day) "Adventist," (Roman) "Catholic," "Ecumenical," "Episcopalian," "Jehovah's Witness," "Lutheran," "Messianic," "Methodist," and "Mormon." Likewise, I classified "Nation of Islam" as a Muslim sub-group, "ISKCON" (Hare Krishna) as a Hindu sub-group, and "Chabad" (Lubavitch) as Jewish sub-group.
● "New Age," "Occult," and "Yoga" games have some potentially confusing near overlap. To clarify, "Yoga" stands as its own category and "Occult" includes all Astrological, Kabbalistic, and Tarot games. This leaves "New Age" to contain spiritual, meditative and mystical topics not covered by the other two.
● "Buddhist" and "Jain" games, thus far, are each presented as coherent blocs, but these too may eventually be subdivided as research continues.
● The Index includes religious sub-groups when they are evident. Christianity was subdivided into (Seventh Day) "Adventist," (Roman) "Catholic," "Ecumenical," "Episcopalian," "Jehovah's Witness," "Lutheran," "Messianic," "Methodist," and "Mormon." Likewise, I classified "Nation of Islam" as a Muslim sub-group, "ISKCON" (Hare Krishna) as a Hindu sub-group, and "Chabad" (Lubavitch) as Jewish sub-group.
● "New Age," "Occult," and "Yoga" games have some potentially confusing near overlap. To clarify, "Yoga" stands as its own category and "Occult" includes all Astrological, Kabbalistic, and Tarot games. This leaves "New Age" to contain spiritual, meditative and mystical topics not covered by the other two.
● "Buddhist" and "Jain" games, thus far, are each presented as coherent blocs, but these too may eventually be subdivided as research continues.
What counts as a "video game?"
"Video game," as I use it here, means "digital game software" (including software for phones, calculators, DVD players, etc.). This leaves three issues: What counts 1) as digital, 2) as a game, and 3) as a single entry.
First, looking only at software eliminates both electronic toys and online distribution of printable games.
Second, to determine "What counts as a game?" I took game creators and distributors at their word. In some cases, quizzes, coloring books, or meditation programs are called "games," and where they are, they are so classified in the index. For non-English entries, I sought cognates of the word "game."
The third question, "What constitutes a single entry?" is an unglamorous quagmire that causes me endless grief, but it must be answered precisely if things are to be counted. Video games get bundled together, nested inside of one another, pulled apart, updated, ported, translated, and supplemented. The criteria for singularity are as follows:
● A game is the unit of distribution (so a game, like Bible Adventures, containing three games within it, only counts as one).
● A bundle of games only count as new entries if they contain games not otherwise indexed.
● New scenarios for already released games only count as new games if they are circulated discretely (thus three different religious crossword puzzles on the same website are a single game. However, each of the Left Behind games was counted as a new entry, though they resemble level-packs in many ways, because they were named and sold as separate entries in the series).
● Neither translations nor ports count as new games (however, note the entries by Crave Games which appear to be ports between Game Boy Advance and Xbox/PS2, but are actually quite different games, similarly named).
First, looking only at software eliminates both electronic toys and online distribution of printable games.
Second, to determine "What counts as a game?" I took game creators and distributors at their word. In some cases, quizzes, coloring books, or meditation programs are called "games," and where they are, they are so classified in the index. For non-English entries, I sought cognates of the word "game."
The third question, "What constitutes a single entry?" is an unglamorous quagmire that causes me endless grief, but it must be answered precisely if things are to be counted. Video games get bundled together, nested inside of one another, pulled apart, updated, ported, translated, and supplemented. The criteria for singularity are as follows:
● A game is the unit of distribution (so a game, like Bible Adventures, containing three games within it, only counts as one).
● A bundle of games only count as new entries if they contain games not otherwise indexed.
● New scenarios for already released games only count as new games if they are circulated discretely (thus three different religious crossword puzzles on the same website are a single game. However, each of the Left Behind games was counted as a new entry, though they resemble level-packs in many ways, because they were named and sold as separate entries in the series).
● Neither translations nor ports count as new games (however, note the entries by Crave Games which appear to be ports between Game Boy Advance and Xbox/PS2, but are actually quite different games, similarly named).
What are the different media types?
For each game, the Index includes a link to a webpage with media to aid in later research. In most cases, the nature of that media is self-evident: "Article," "Description," "Images," "Interview," "Review," and "Video" are just what they sound like.
The others require clarification:
● A "Citation" is an entry in an index without narrative description.
● A "Demo" is a downloadable portion of a game, whereas a "Download" is a game that can be downloaded entirely.
● A "Manual" is explanatory documentation included with a game, whereas a "Walkthrough" is a step-by-step guide to play.
● "Online" indicates a game that may be playable online, and a "View" is a now-inoperable online game.
The others require clarification:
● A "Citation" is an entry in an index without narrative description.
● A "Demo" is a downloadable portion of a game, whereas a "Download" is a game that can be downloaded entirely.
● A "Manual" is explanatory documentation included with a game, whereas a "Walkthrough" is a step-by-step guide to play.
● "Online" indicates a game that may be playable online, and a "View" is a now-inoperable online game.
Which platforms are included?
At present, the Index includes games played on these platforms:
● Handheld: Android, Gameboy (Original, Advance, DS), Game Gear, iOS, Palm, Windows CE
● Game console: 3DO, Atari 2600, CDi, Gamewave, MSX, NES, Playstation ("1," 2, 3, 4), Sega Genesis, Sega Saturn, SG-1000, SNES, Super Cassette Vision, Wii, Xbox (Original, 360, Kinect, One)
● Desktop computer: Apple II, Atari (400/800, ST), Commodore (64, VIC 20), DOS, Linux, Mac, Windows
● Software platform: BASIC, Facebook, Flash, Online, Steam, Unity
● Other: DVD (played on conventional DVD players), Jbop (proprietary game system for educational Jewish games)
● Handheld: Android, Gameboy (Original, Advance, DS), Game Gear, iOS, Palm, Windows CE
● Game console: 3DO, Atari 2600, CDi, Gamewave, MSX, NES, Playstation ("1," 2, 3, 4), Sega Genesis, Sega Saturn, SG-1000, SNES, Super Cassette Vision, Wii, Xbox (Original, 360, Kinect, One)
● Desktop computer: Apple II, Atari (400/800, ST), Commodore (64, VIC 20), DOS, Linux, Mac, Windows
● Software platform: BASIC, Facebook, Flash, Online, Steam, Unity
● Other: DVD (played on conventional DVD players), Jbop (proprietary game system for educational Jewish games)
What's next?
Because the Apple Store is a closed, proprietary platform, I have not yet found any tool that allows me to see the original publication date of iOS software. Thus, the Android collection in the Index is far more accurate than the iOS collection. At present, I am seeking collaborators who can help with technical problems of this sort, as well as anyone who has games to add.
Because the Apple Store is a closed, proprietary platform, I have not yet found any tool that allows me to see the original publication date of iOS software. Thus, the Android collection in the Index is far more accurate than the iOS collection. At present, I am seeking collaborators who can help with technical problems of this sort, as well as anyone who has games to add.
What projects are on the way?
I am currently working on research projects using the compiled data, including an article and a possible revised version of my dissertation.
Can I use this data?
Yes, please do. Each version of the Index has a download icon at the bottom left corner that will allow you to export the entire spreadsheet. Just cite this website as your source in your research, and be sure to include the date of its last update in your citation, because it will change with time.