Affiliation:
1. KU Leuven, Institute for Media Studies, Leuven, Belgium
2. Centre of Excellence in Game Culture Studies, Tampere University, Tampere, Finland
Abstract
Videogame companies are selling religion to an overwhelmingly secular demographic. Ubisoft, the biggest company in the world’s biggest cultural industry, created a best-selling franchise about a conflict over Biblical artefacts between Muslim Assassins and Christian Templars. Who decides to put religion into those games? How? And why? To find out, we interviewed 22 developers on the Assassin’s Creed franchise, including directors and writers. Based on those, we show that the “who” of Ubisoft is not a person but an industry: a de-personalized and codified process. How? Marketing, editorial and production teams curb creative teams into reproducing a formula: a depoliticized, universalized, and science-fictionalized “marketable religion.” Why? Because this marketable form of religious heritage can be consumed by everyone—regardless of cultural background or conviction. As such, this paper adds an empirically grounded perspective on the “who,” “why,” and “how” of cultural industries’ successful commodification of religious and cultural heritage.
Funder
Research Council, KU Leuven
Academy of Finland
Subject
Marketing,Economics and Econometrics,Sociology and Political Science,Arts and Humanities (miscellaneous),Social Psychology,Business and International Management
Cited by
1 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献
1. Franchised Esotericism;Edition Kulturwissenschaft;2023-11-02