Transcendence for gamers. Religion and spirituality in videogames narratives
DOI:
https://doi.org/10.26441/RC-2025.1-2026-4333Keywords:
video games, religions, spiritualism, discourse analysis, cultural industryAbstract
Purpose. Video games have become consolidated as a relevant form of cultural content, both due to their economic figures and their narrative complexity. The interest in their symbolic impact is reflected in this analysis of the discourses on transcendence, religions, and spirituality present in those marketed between 2020 and 2024, the most recent years of the ninth generation of consoles. Methodology. The study analyzes the discourse of 40 video games based on nine items that identify their profile, the type of transcendence represented, and the evaluation given to it. Results and conclusions. The analysis shows that Europe leads the production of video games with transcendent themes, and that the titles developed there present greater narrative complexity. It also highlights a stronger presence among mid-range and indie games. Non-religious forms of spirituality emerge as the most frequent type of transcendence, almost always developing environmentalist themes, and when an organized religion appears, Christianity is the most visible. Most frequently, games portray religious transcendence favorably, through a game environment in which it is positive, with religious characters depicted as heroes and a low association between violence and religion. Original contribution. This article addresses a gap in video game research by developing a broad comparative study that considers the current generation of consoles, going beyond specific cases or sagas, and also offering a categorization of the visible forms of transcendence.
Downloads
References
Bishop, J. A. (2024). Studying religion in video games: Rationale, research approaches, and theory. Journal of Geek Studies. https://goo.su/c69Ub1
Bosman, F. (2019). The Sacred and the Digital: Critical Depictions of Religions in Digital Games. Religions, vol. 10, no. 2, 130. https://doi.org/10.3390/ rel10020130
Bosman, F. (2016). The Word Has Become Game: Researching Religion in Digital Games. Heidelberg Journal of Religions on the Internet, vol. 11, pp. 28-45. https://goo.su/8eDvSs
Bowers, C. (2025). Video Gaming as a Bridge to the Real Self: From Avoidance and Disorder to Connection and Intimacy. Transactional Analysis Journal, 55(1), 62–76. https://doi.org/10.1080/03621537.2025.2438521
Campbell, H., & Grieve, G. P. (2014). Playing with Religion in Digital Games. Indiana University Press.
Carlson, C. (2018). Game Spirituality: How Games Tell Us More than We Might Think. Sport, Ethics and Philosophy, 12(1), 81–93. https://doi.org/10.1080/17511321.2017.1300603
De Landa, M. (2021). Teoría de los ensamblajes y complejidad social. Tinta Limón.
De Wildt, L., Aupers, S., & Krul, W. (2019). Eclectic religion: The flattening of religious cultural heritage in videogames. International Journal of Heritage Studies, 25(10), 1076–1092. https://doi.org/10.1080/13527258.2020.1746920
Detweiler, C. (2018). The dark of the covenant: Christian imagery, fundamentalism, and the relationship between science and religion in the Halo video game series. Religions, 9(4), 126. https://doi.org/10.3390/rel9040126
Ferrando, F. (2023). Posthumanismo filosófico. Materia Oscura Editorial.
Grieve, G. P., & Campbell, H. A. (2014). Studying religion in digital gaming: A critical review of an emerging field. Online – Heidelberg Journal of Religions on the Internet, 5. https://doi.org/10.11588/rel.2014.0.12183
Hansen, J. (2021). The reliquaries of Hyrule: A semiotic and iconographic analysis of sacred architecture within Ocarina of Time. Press Start, 7(1).
Hayse, M. (2023). Transcendence. En: M. J. P. Wolf & B. Perron (Eds.), The Routledge companion to video game studies (2.ª ed., pp. 607–615). Routledge. http://doi.org/10.4324/9781003214977-82
IFPI (2025). Global Music Report 2025: State of the Industry. International Federation of the Phonographic Industry. https://goo.su/UOj7NU
Latour, B. (2022). Nunca fuimos modernos. Ensayos de antropología simétrica. Siglo XXI editores.
Martínez-Cano, F.J., Cifuentes-Albeza, R., y Ivars Nicolás, B. (2019). Videojuegos prosociales, como espacio transicional lúdico para la paz: el caso de Reconstrucción. Revista Latina de Comunicación Social, 74,1470- 1487. http://www.revistalatinacs.org/074paper/1394/77es.html
Newzoo (2024). 2024 global games market report. https://goo.su/ivdr
Oliver, M. B., Raney, A. A., Slater, M. D., Appel, M., Hartmann, T., Bartsch, A., ... & Das, E. (2018). Self-transcendent media experiences: Taking meaningful media seriously. Journal of Communication, 68(2), 380–389. https://doi.org/10.1093/joc/jqx020
Pals, D. L. (2008). Ocho teorías sobre la religión. Herder.
Parsons, W. B. (Edit.) (2020). Being Spiritual but Not Religious. Past, Present, Future(s). Routledge.
Pearson, A. M. (2019). The legend of Zelda: A religious record. Scientia et Humanitas. A Journal of Student Research, Spring 2019.
Pew Research Center (2023). Who are ‘spiritual but not religious’ Americans? Pew Research Center. https://goo.su/Rk1Erv
Rojas Parma, L., y Valdivieso, H. (2024). Posthumanismo. Un dosier. ABediciones.
Rupcic, T. (2023). Techno-Religion and Cyberspace: Spirituality in Dystopian Video Games. Religions, 14(2), 247. https://doi.org/10.3390/rel14020247
Schaap, J., & Aupers, S. (2016). ‘Gods in World of Warcraft exist’: Religious reflexivity and the quest for meaning in online computer games. New Media & Society, 19(11), 1744-1760. https://doi.org/10.1177/1461444816642421
Shaw, I. G. R. (2010). Playing war. Social & Cultural Geography, 11(8), 789–803. https://doi.org/10.1080/14649365.2010.521855
Šisler, V., Radde-Antweiler, K., & Zeiler, X. (Eds.). (2018). Methods for studying video games and religion. Routledge.
Smith, H. (2002). Las religiones del mundo. Galaxia Guttemberg.
Taylor, Ch. (2003). Las variedades de la religión hoy. Paidós.
The Pluralism Project. Harvard University (2021). Spiritual but not Religious https://pluralism.org/spiritual-but-not-religious
Vázquez Borau, J.L. (2002a). Las religiones del libro. San Pablo.
Vázquez Borau, J.L. (2002b). Las religiones tradicionales. San Pablo.
Vázquez Borau, J.L. (2003a). El hecho religioso. San Pablo.
Vázquez Borau, J.L. (2003b). Las iglesias cristianas. San Pablo.
Visual Capitalist (2025). Ranked: Top grossing movies worldwide in 2024. Visual Capitalist. https://www.visualcapitalist.com/ranked-top-grossing-movie-worldwide-in-2024/
William, J. (2002). Las variedades de la experiencia religiosa. Estudio de la naturaleza humana. Ediciones Península.
Winnicott, D. W. (1979). Realidad y juego (J. Piatigorsky, Trad.). Paidós.
Wixwat, M, Saucier, G. (2021). Being spiritual but not religious. Current Opinion in Psychology, 40, 121–125. https://doi.org/10.1016/j.copsyc.2020.09.003
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Revista de Comunicación

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Revista de Comunicación conserva los derechos patrimoniales de las obras publicadas bajo una licencia Creative Commons 4.0 y permite al autor mantener los derechos patrimoniales sin restricciones.
Esta revista y sus artículos se publican bajo la licencia Creative Commons Atribución-NoComercial-SinDerivadas 4.0 Internacional (CC BY-NC-ND 4.0), por lo cual el usuario es libre de: compartir, copiar y redistribuir el material en cualquier medio o formato, siempre y cuando: dé crédito de manera adecuada, brinde un enlace a la licencia e indique si se han realizado cambios; no use nuestro contenido con propósitos comerciales; y/o remezcle o transforme el material.




Portal de Revistas de la Universidad de Piura.