Case Study № 05 · Research

Digital Discourse on Religion & Videogames

Large-scale digital ethnography analyzing how religious players perceive, critique, and engage with religious themes in games.

Role Project Lead & Primary Researcher
Methods Digital Ethnography, NLP
Publication ACM CHI PLAY 2024
10K+
Reddit Posts
22
Sub-Themes
3
Primary Themes
First
Of Its Kind
Quick Read The essentials in 60 seconds
01
The Problem

Games increasingly use religious themes, but developers lack understanding of how religious players—billions of potential users—actually perceive these depictions.

02
The Approach

Scraped 10,000+ Reddit posts from religious and gaming communities, then used BERTopic modeling with human-in-the-loop validation to identify themes.

03
The Insight

Religious players don't reject religious content—they reject disrespectful representation. The same communities that critique blasphemy champion respectful content.

04
The Impact

Published at ACM CHI PLAY 2024, created actionable design guidelines for culturally-sensitive game development.

When SMITE included Hindu deities as playable characters, the game faced community backlash and legal complaints. When Christian players discovered prayer mechanics in The Binding of Isaac, they debated whether engaging with blasphemous content violated their faith. These incidents reveal a larger question: How do religious players actually perceive and discuss religious themes in videogames?

This case study documents a large-scale digital ethnography analyzing 10,000+ Reddit posts from religious and gaming communities. Using advanced topic modeling and qualitative analysis, I uncovered the complex ways players negotiate religious content in games—revealing tensions between creative expression, cultural sensitivity, and religious identity.

The findings challenge simple "religion vs. games" narratives. The same players who critique games for blasphemy also champion religious content done respectfully. The relationship is far more nuanced than assumed.

The Problem

"Developers either avoid religious content entirely or implement it without guidance."
— Research Gap

Religious themes in games are growing, but developers lack understanding of player perceptions. Games increasingly draw from religious traditions for characters, narratives, and world-building. However, developers often design religious content without understanding how religious players—who represent billions of potential players—actually perceive these depictions.

The gap: Game designers know some religious content provokes controversy, but they lack systematic understanding of what players find offensive versus engaging. When does incorporating religious themes feel like respectful cultural exploration, and when does it feel like appropriation or blasphemy?

The research opportunity: Religious players actively discuss these topics online—in gaming subreddits, religious forums, and community spaces. These conversations reveal authentic, unfiltered perspectives on how religious content is perceived, critiqued, and engaged with.

My Approach

Data Collection

Collected 10,000+ Reddit posts using Python's PRAW library, targeting both religious subreddits (r/Christianity, r/Islam, r/Hinduism) and gaming communities (r/pokemon, r/Smite).

Topic Modeling

Applied BERTopic—a state-of-the-art NLP tool that leverages sentence embeddings to automatically cluster text by semantic similarity, not just word frequency.

Human-in-the-Loop Validation

Researchers reviewed, interpreted, and labeled topic clusters to ensure contextual accuracy and nuance—computational efficiency with human interpretation.

Thematic Analysis

Synthesized 22 sub-themes into 3 primary themes revealing the complex player-religion-game relationship.

Key Outcomes

The first large-scale digital ethnography on religion and videogames produced actionable insights for game designers.

3
Primary Themes
Across 22 distinct sub-themes in player discussions
CHI
PLAY 2024
Published at the premier games and HCI conference
First
Of Its Kind
Large-scale digital ethnography on religion in games
Cultural
Framework
Created sensitivity guidelines for game designers
Mapped
Perceptions
Blasphemous concerns vs. design opportunities
Actionable
Guidelines
For respectful religious representation in games

Research Methodology

Understanding how religious players perceive videogames required analyzing massive amounts of online discourse—far more than traditional qualitative methods could handle. I adopted a mixed-methods approach combining computational efficiency with human interpretation.

UXR Pipeline for Religion and Videogames Study
Research Pipeline The UXR methodology combined web scraping, NLP-based topic modeling, and human-in-the-loop validation.
1

Data Collection

Python's PRAW library scraped posts from r/Christianity, r/Islam, r/Hinduism, r/Judaism, r/pokemon, r/Smite, and more. Over 10,000 posts were collected, cleaned, and filtered to focus on religion-game intersections.

2

Topic Modeling

BERTopic used sentence embeddings to cluster text by semantic similarity. Unlike traditional models relying on word frequency, it understands that "game with gods" and "religious characters" belong together.

3

Human Validation

Researchers reviewed sample posts from each cluster, interpreted underlying themes, assigned descriptive labels, and flagged incoherent clusters. Computational efficiency with human nuance.

BERTopic output example

Example BERTopic output for the r/islam subreddit showing automatically generated topic clusters that researchers then labeled.

Key Findings: Three Primary Themes

Through topic modeling and qualitative analysis, the research surfaced 22 distinct sub-themes, which synthesized into three primary themes revealing the complex, often contradictory relationship between religious players and videogames:

Theme 1: Blasphemous

Players concerned about misrepresentation, trivialization, and values conflicts. Critiques focused on reducing sacred figures to combat stats and depicting deities in ways that contradicted religious significance.

Theme 2: Design Space

Communities enthusiastically brainstorming ways to incorporate religious themes—characters, mechanics, settings, aesthetics—respectfully. Players don't reject religious content; they want it done well.

Theme 3: Education

Religious communities actively using games for teaching faith, maintaining community, and developing educational content. Games aren't threats—they're vehicles for faith expression.

Why these themes matter: They reveal the same players who critique games for blasphemy also champion religious content done respectfully. This complexity challenges simple "religion vs. games" narratives—the relationship is far more nuanced.

Examples of Religious Depictions in Games

Depictions of Hindu and Babylonian deities in SMITE, and themes like alcohol, gambling, or nudity in GTA V, considered sinful by some religious practitioners.

Theme 1

Blasphemous Elements & Misrepresentation

Many religious players felt games misrepresented or disrespected their beliefs. This wasn't abstract offense—it was concrete concern about how sacred figures, rituals, and values were depicted in gameplay contexts.

What players critiqued: Inaccurate depictions of deities, trivialization of sacred figures into combat stats, gameplay mechanics conflicting with religious values, and the act of "controlling" gods in games.

"Kali has been deprived of all her original reference material. Instead, the character we see in Smite is a totally tranquil...blue woman with four arms."
"Seeing my God murdered by other gods...is upsetting. I find it unsettling to consider Ganesha engaging in warfare."
Ways games can be perceived as blasphemous

Common ways videogames were perceived as blasphemous by religious stakeholders.

Theme 2

Religion as a Rich Design Space

Despite concerns about blasphemy, many players enthusiastically view religion as a vast source of inspiration for game design. These same communities that protested misrepresentation actively brainstormed how to incorporate religious themes respectfully.

What players explored: Characters inspired by religious narratives, game mechanics grounded in sacred concepts, settings based on religious locations, and aesthetics drawn from religious art and architecture.

"The Mahabharata provides numerous characters and stories for developing games; what are some stories you think would be good levels in the game?"
"Introducing a Christian character for Smite: The Archangel Gabriel...Gabriel radiates a glow that speeds up his and his nearby allies' HP and MP regeneration."
Religion as design space

Various aspects of religion identified as inspiration for videogame design elements.

Theme 3

Games for Religious Education & Community

Beyond entertainment, religious communities actively leverage videogames for education and community building. Players develop or advocate for games that teach religious concepts, maintain faith, and connect communities.

How communities used games: Developing quiz games to teach religious knowledge, creating games around religious festivals, organizing community events in online games, and curating lists of "religiously appropriate" games.

"What questions should I include in an Android quiz game on Hinduism I am building?"
"God inspires me to create Christian videogames...Please lead me to God's Word and in the appropriate direction!"
Games for religious communities

Understanding how games with religious elements contribute to education and community building.

Design Guidelines

For UX professionals and game designers, this research highlights critical considerations for respectful religious representation:

Prioritize Cultural Sensitivity

Don't just reference religious themes—deeply research them. Understand symbolic meanings, historical contexts, and cultural significance. Avoid reducing sacred figures to combat stats without considering religious importance.

Engage Communities Early

Foster dialogue with religious players and communities during development, not after release. Early engagement prevents costly backlash and creates better products through collaborative input.

Acknowledge Diversity

What feels respectful to one religious community may offend another. There's no universal "safe" approach—understand the specific communities your game engages with and their particular concerns.

Leverage Educational Potential

Religious communities actively use games for education and community building. Consider opportunities to support these purposes while maintaining game quality and entertainment value.

"Religious themes aren't a liability to be avoided—they're a rich design space offering creative potential, engaged audiences, and opportunities for meaningful gameplay when done respectfully." — Core Research Finding

Conclusion

This research illuminates the intricate, often paradoxical, relationship between religion and videogames. The three themes reveal a complex landscape where the same communities that critique blasphemous depictions also champion respectful religious content.

The central finding: Religious players don't reject religious themes in games wholesale. They reject disrespectful representation, trivialization of sacred concepts, and misrepresentation of their beliefs. When religious content is handled with cultural sensitivity and respect, players actively engage with it, create around it, and use it for education and community building.

Ultimately: Creating resonant, inclusive gaming experiences involving religion requires a thoughtful balance between creative expression, community expectations, and profound respect for diverse beliefs. Games can explore religious themes, represent cultural traditions, and even engage sacred concepts—when designers approach these topics with care.

Skills & Methods Demonstrated

Research

Digital Ethnography, Mixed-Methods Research, Qualitative Analysis, Community Research

Technical

Python Programming, Web Scraping (PRAW), Topic Modeling (BERTopic), NLP

Analysis

Thematic Analysis, Content Analysis, Human-in-the-Loop Validation, Pattern Recognition

Impact

Design Guidelines, Academic Publishing, Cross-Cultural Research, Ethical Practice