Lars de Wild stated that young people in the West more often encounter religion in videogames than in a synagogue, church or mosque. The abundant presence of religious themes in videogames undermines the statement that religion is withdrawing from secular culture and public spaces. Religious aesthetics, metaphysical issues, and questions about the impact of religious beliefs and organizations on us and society are not only present in videogames, but they are making them attractive for millions of gamers worldwide. Religion has made a comeback in this entertainment industry, and there is no indication that this trend will reverse. Video game producers do not fully realize the implications of this post-secular phenomenon to which they contribute.
Although game studies in the West began to explore religion in videogames to a greater extent in recent years, and religious studies and theology started to explore religiosity and faith in the context of computer games, this question of videogames and religion is still largely ignored among those disciplines in Poland. Considering that we are dealing with the most influential cultural medium, especially for younger generations (statistically surpassing watching TV and reading books) with a growing group of users, we need more serious studies and new methodological perspectives. This requires more interdisciplinary cooperation between game studies, comparative religion, and theology. I would like to outline the challenges facing researchers in Poland, especially methodological ones, but also to show perspectives taking into account the specific Polish context.