@inbook {261,
	title = {Islamogaming: Digital Dignity via Alternative Storytelling},
	booktitle = {Halos and avatars: Playing (video) games with God},
	year = {2010},
	pages = {63-74},
	publisher = {Westminster Press},
	organization = {Westminster Press},
	address = {Louisville},
	abstract = {Craig Detweiler{\textquoteright}s collection of up-to-the-minute essays on video games{\textquoteright} theological themes (and yes, they do exist!) is an engaging and provocative book for gamers, parents, pastors, media scholars, and theologians--virtually anyone who has dared to consider the ramifications of modern society{\textquoteright}s obsession with video games and online media. Together, these essays take on an exploding genre in popular culture and interpret it through a refreshing and enlightening philosophical lens.},
	keywords = {Christianity, game studies, Islam, public sphere, video games, virtual worlds},
	url = {http://books.google.com/books?id=GomyEvcocJsC\&printsec=frontcover$\#$v=onepage\&q\&f=false},
	author = {Heidi Campbell}
}
@article {2050,
	title = {Studying Religion in Digital Gaming: A Critical Review of an Emerging Field},
	journal = {Heidelberg Journal of Religions on the Internet},
	volume = {5},
	year = {2014},
	abstract = {This article provides an overview of the study of religion and gaming by outlining the dominant approaches, development and themes in this new interdisciplinary field of inquiry. It highlights dominant thematic and methodological approaches currently within the field of religion and digital games studies including the study of religiously-themed games, the role religion plays in mainstream games, and how gaming can be seen as a form of {\textquotedblleft}implicit religion". This critical review is contextualized in relation to the studies presented in a forthcoming book, Playing with Religion in Digital Games, which maps key theoretical approaches and interpretive trends related to how different expressions of religion and religiosity are manifested in various gaming genres and narratives. We show that digital games are an important site of exploration into the intersection of religion and contemporary culture helping us understand what religion is, does, and means in a changing contemporary society.},
	keywords = {digital games, game studies, Implicit religion, Narrative, play, video games},
	url = {https://heiup.uni-heidelberg.de/journals/index.php/religions/article/view/12183},
	author = {Grieve, G. P and Campbell, H}
}
