This article records tradition as it has been passed down and reported. Its sources are not yet part of the atlas's verified catalogue.
The academic study of how religion appears within digital media, video games among them, is a documented field with its own named history: Heidi Campbell's original 2012 collection is credited with founding digital religion as a named area of study, treating religious belief, practice, authority and community as things formed and expressed through digital media itself rather than simply religion that happens to use a digital delivery channel, and the 2021 second edition, co-edited with Ruth Tsuria, updates that founding account for the smartphone and social media era that followed it.
That documented field provides the broader scholarly frame a game entry's own religious subject sits within, even where the field's own case studies more often examine social media, online ritual and digital community than commercial video games specifically, and an entry states this honestly, using the field's own established method, reading a digital work for how it forms, borrows from or represents religious practice, as the general approach a case specific study of an individual game then applies.
An entry draws on this documented field for its method and its history, while keeping a specific game's own religious content sourced to material that actually examines that game, games journalism and reference works chiefly, since the broader field's own texts are cited here for method and context rather than for facts about any one title.