Abstract
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.
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Cebrián Guinovart, E., García Castiella, B., & Fuentes Cortina, G. (2026). Transcendence for gamers. Religion and spirituality in videogames narratives. Revista de Comunicacion, 25(1), 55–76. https://doi.org/10.26441/RC-2025.1-2026-4333
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