# Navigating Interreligious Encounters Through Play and Pop Culture

Navigating Interreligious Encounters Through Play and Pop Culture explores interreligious concepts through video games, comic books, and graphic novels. Its proposed “play theology” uses collaborative play as a way to think about encounters across religions, rather than framing them as adversarial contests.

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- Market: US
- Language: en-US
- Currency: USD
- Category: Books, Music & Hobbies &gt; Books, Music & Movies &gt; Books & Comics
- Price: 53.60 USD
- Previous price: 65.00 USD
- Discount: 18%
- Price checked: 2026-11-14T05:51:13.503Z

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## At a glance

- Uses video games, comic books, and graphic novels to explore interreligious ideas.
- Proposes collaborative play as a metaphor for engaging across religions.
- The description cites Dragon Ball Z as an example of pop culture that can prompt personal exploration.

## Pros

- Connects theological discussion with recognizable contemporary media and game concepts.
- The collaborative-play framing offers a distinct alternative to adversarial models of religious encounter.

## Specifications

### Publication details
- Publisher: McFarland
- Publication date: September 6, 2026
- Language: English
- Print length: 256 pages
- ISBN-10: 1476698147
- ISBN-13: 978-1476698144
- Reading age: 18 years and up
### Physical details
- Weight listed: 12.3 ounces
- Dimensions: 6 x 0.51 x 9 inches

## A good fit for

- Adult readers interested in theology of religions and interreligious engagement.
- Readers who want to consider video games, comics, or graphic novels as lenses for religious ideas.
- Students and discussion groups exploring how popular culture informs personal reflection.

## Less suited to

- Readers seeking a practical guide to playing video games or a general pop-culture reference book.

## Frequently asked questions

### What is this book about?
It considers how video games, comic books, and graphic novels can help readers explore interreligious concepts and a theology of religions.
### What does “play theology” mean here?
The description presents video games as a metaphor for collaborative engagement, encouraging play together rather than adversarial contests.
### Who is the listed reading age?
The product details list a reading age of 18 years and up.

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## Images

![Navigating Interreligious Encounters Through Play and Pop Culture — 1](https://best-deals.pro/i/vaMiZJ5bJ8w6ojrLgU1VvE-Uhhja1EEH1rcKBzqerkRhic8tNgqoMFVmgM8nCO2LrGcMgRxBYD5wPmZcivAeQvKlDW6XtTRnsI7CAPY6csc9NECH_Sd9.jpg)
