Godwired offers an engaging exploration of religious practice in the digital age. It considers how virtual experiences, like stories, games and rituals, are forms of world-building or "cosmos construction" that serve as a means of making sense of our own world. Such creative and interactive activity is, arguably, patently religious.

This book examines:

  • the nature of sacred space in virtual contexts
  • technology as a vehicle for sacred texts
  • who we are when we go online
  • what rituals have in common with games and how they work online
  • what happens to community when people worship online
  • how religious "worlds" and virtual "worlds" nurture similar desires.

Rachel Wagner suggests that whilst our engagement with virtual reality can be viewed as a form of religious activity, today’s virtual religion marks a radical departure from traditional religious practice – it is ephemeral, transient, rapid, disposable, hyper-individualized, hybrid, and in an ongoing state of flux.

chapter |15 pages


chapter |38 pages

The stories we play

Interactivity and religious narrative

chapter |24 pages

The games we pray

What is this ritual–game–story thing?

chapter |21 pages

The Other right here

In search of the virtual sacred

chapter |27 pages

Me, myself and iPod

Hybrid, wired and plural selves

chapter |36 pages


Virtually religious community

chapter |25 pages

What you play is what you do?

Procedural evil and video game violence

chapter |19 pages

Xbox apocalypse

Video games, interactivity and revelatory literature

chapter |30 pages

Making belief

Transmedia and the hunger for the real

chapter |8 pages

Expansion pack