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<article article-type="research-article" dtd-version="1.2" xml:lang="ru" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><front><journal-meta><journal-id journal-id-type="issn">2408-932X</journal-id><journal-title-group><journal-title>Research Result. Social Studies and Humanities</journal-title></journal-title-group><issn pub-type="epub">2408-932X</issn></journal-meta><article-meta><article-id pub-id-type="doi">10.18413/2408-932X-2026-12-1-0-6</article-id><article-id pub-id-type="publisher-id">4116</article-id><article-categories><subj-group subj-group-type="heading"><subject>RESEARCHES</subject></subj-group></article-categories><title-group><article-title>&lt;strong&gt;Revision and interpretation of mythology in the &lt;em&gt;God of War&lt;/em&gt; video game series: a religious studies analysis&lt;/strong&gt;</article-title><trans-title-group xml:lang="en"><trans-title>&lt;strong&gt;Revision and interpretation of mythology in the &lt;em&gt;God of War&lt;/em&gt; video game series: a religious studies analysis&lt;/strong&gt;</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author"><name-alternatives><name xml:lang="ru"><surname>Belyaeva</surname><given-names>Ulyana P.</given-names></name><name xml:lang="en"><surname>Belyaeva</surname><given-names>Ulyana P.</given-names></name></name-alternatives><email>Ulyana-sin@yandex.ru</email><xref ref-type="aff" rid="aff1" /></contrib></contrib-group><aff id="aff1"><institution>Semenov-Tyan-Shansky Lipetsk State Pedagogical University</institution></aff><pub-date pub-type="epub"><year>2026</year></pub-date><volume>12</volume><issue>1</issue><fpage>0</fpage><lpage>0</lpage><self-uri content-type="pdf" xlink:href="/media/humanities/2026/1/НР._Социогуманитарные_исследования_Т.12_1-71-81.pdf" /><abstract xml:lang="ru"><p>The article explores how mythology persists in secular mass culture and how video games become a space of contemporary mythmaking. Drawing on the God of War franchise (2005-2022), it analyzes the revision of Ancient Greek and Norse mythologies in an interactive medium that not only narrates myths but invites players to experience them as participants. The study&amp;rsquo;s novelty is a comparative reading of the entire series &amp;ndash; from the Greek cycle to the Norse reboot &amp;ndash; within the frameworks of religious studies and game studies. Methodologically, it combines comparative-historical and hermeneutic perspectives with narrative/content analysis of in-game texts, correlated with classical and Eddic sources. The results show that the &amp;ldquo;Greek&amp;rdquo; cycle is dominated by the theme of the struggle against the gods and the radical desacralization of the Olympians: the deities are portrayed as morally problematic figures whose overthrow is both justified and tragic, as it disrupts the cosmic order. &amp;nbsp;The Norse cycle continues the trend of demythologizing the gods, but places greater emphasis on ethical issues and the theme of responsibility: the conflict with fate and the attempt to break the cycle of violence are explored through the relationship between Kratos and Atreus/Loki and a reevaluation of the trickster&amp;rsquo;s role. The article concludes that God of War both popularizes mythic material and remythologizes it by creating a coherent new myth aligned with post-secular values (choice, guilt and atonement, family solidarity), highlighting the quasi-religious potential of video-game experience.</p></abstract><trans-abstract xml:lang="en"><p>The article explores how mythology persists in secular mass culture and how video games become a space of contemporary mythmaking. Drawing on the God of War franchise (2005-2022), it analyzes the revision of Ancient Greek and Norse mythologies in an interactive medium that not only narrates myths but invites players to experience them as participants. The study&amp;rsquo;s novelty is a comparative reading of the entire series &amp;ndash; from the Greek cycle to the Norse reboot &amp;ndash; within the frameworks of religious studies and game studies. Methodologically, it combines comparative-historical and hermeneutic perspectives with narrative/content analysis of in-game texts, correlated with classical and Eddic sources. The results show that the &amp;ldquo;Greek&amp;rdquo; cycle is dominated by the theme of the struggle against the gods and the radical desacralization of the Olympians: the deities are portrayed as morally problematic figures whose overthrow is both justified and tragic, as it disrupts the cosmic order. &amp;nbsp;The Norse cycle continues the trend of demythologizing the gods, but places greater emphasis on ethical issues and the theme of responsibility: the conflict with fate and the attempt to break the cycle of violence are explored through the relationship between Kratos and Atreus/Loki and a reevaluation of the trickster&amp;rsquo;s role. The article concludes that God of War both popularizes mythic material and remythologizes it by creating a coherent new myth aligned with post-secular values (choice, guilt and atonement, family solidarity), highlighting the quasi-religious potential of video-game experience.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>video games</kwd><kwd>myth</kwd><kwd>neomythology</kwd><kwd>media</kwd><kwd>God of War</kwd><kwd>ancient Greek mythology</kwd><kwd>Norse mythology</kwd><kwd>game studies</kwd></kwd-group><kwd-group xml:lang="en"><kwd>video games</kwd><kwd>myth</kwd><kwd>neomythology</kwd><kwd>media</kwd><kwd>God of War</kwd><kwd>ancient Greek mythology</kwd><kwd>Norse mythology</kwd><kwd>game studies</kwd></kwd-group></article-meta></front><back><ref-list><title>Список литературы</title><ref id="B1"><mixed-citation>Baturin,&amp;nbsp;D.&amp;nbsp;A. and Galanina, E. V. 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