{"title":"商业化的宗教:游戏公司育碧如何为全球用户商业化宗教","authors":"Lars de Wildt, S. Aupers","doi":"10.1177/14695405211062060","DOIUrl":null,"url":null,"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.","PeriodicalId":51461,"journal":{"name":"Journal of Consumer Culture","volume":"23 1","pages":"63 - 84"},"PeriodicalIF":2.4000,"publicationDate":"2021-12-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Marketable religion: How game company Ubisoft commodified religion for a global audience\",\"authors\":\"Lars de Wildt, S. Aupers\",\"doi\":\"10.1177/14695405211062060\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":51461,\"journal\":{\"name\":\"Journal of Consumer Culture\",\"volume\":\"23 1\",\"pages\":\"63 - 84\"},\"PeriodicalIF\":2.4000,\"publicationDate\":\"2021-12-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Consumer Culture\",\"FirstCategoryId\":\"90\",\"ListUrlMain\":\"https://doi.org/10.1177/14695405211062060\",\"RegionNum\":3,\"RegionCategory\":\"社会学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"CULTURAL STUDIES\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Consumer Culture","FirstCategoryId":"90","ListUrlMain":"https://doi.org/10.1177/14695405211062060","RegionNum":3,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"CULTURAL STUDIES","Score":null,"Total":0}
Marketable religion: How game company Ubisoft commodified religion for a global audience
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.
期刊介绍:
The Journal of Consumer Culture is a major new journal designed to support and promote the dynamic expansion in interdisciplinary research focused on consumption and consumer culture, opening up debates and areas of exploration. Global in perspective and drawing on both theory and empirical research, the journal reflects the need to engage critically with modern consumer culture and to understand its central role in contemporary social processes. The Journal of Consumer Culture brings together articles from the many social sciences and humanities in which consumer culture has become a significant focus. It also engages with overarching contemporary perspectives on social transformation.