I then demonstrate how Twi tch Plays Pokémon disrupts the expected play of video games. Using lo cotidiano, I discuss how games train players towards certain uses of technologies, privileging these logics in daily lived interactions with technological affordances. I argue that when analyzed through lo cotidiano (daily life) and chisme (gossip), Twitch Plays Pokémon underscores experimental games as spaces to collaboratively disrupt privileged readings of cultural texts and assumed uses of technologies. In this article, I read Twitch Plays Pokémon through methods developed from Latina theology. What began with a frantic avatar constantly and incorrectly trying to use items in pokémon battles became a messianic tale of good and evil. To provide context for this absurd gameplay, players narrativized Twitch Plays Pokémon. During the run of the game, the number of players simultaneously feeding commands into the game yielded some odd in-game behaviors: the avatar would aimlessly pace, give random strings as nicknames to pokémon, and attempt to use items at improper moments.
On 12 February 2014, an unknown Australian developer colloquially known as ‘Streamer’ launched Twitch Plays Pokémon, an emulation of Pokémon Red experimentally modified for collaborative play through an online streaming platform, Twitch. We also try to summarize the positive side and controversies in religion video games. We try to summarize how religious elements can be incorporated into a video game which can be seen from the parts, components, and approaches of the religion video game itself. In this paper, we do a literature review about religion video games. One kind of video game that provides it is religion video games which are the result of the incorporation between religion and video games.
Similar to Information Technology which is implemented in business to increase revenue, the game as an entertaining intelligent application will increase human's faith. In the end, religion game will help the human to increase their faith in those their belief based on their religion. The game as a representation of entertaining, intelligent application will represent joy and happiness in human life's activities, and inevitably games will influence human religion. Human as a living creature, like or dislike or even as an atheist should believe with something out there, and religion is as a medium which connects human with something out there.
Conscious or unconscious, games have influenced many sectors of life, and it has been recognized as a serious game and no exception to religion. Besides widely known as a form of entertainment, some messages or lessons can be learned from a video game that may affect the players. In this current digital era, the video game is favorite especially among young people.