https://doi.org/10.1177/0309089219862803 Journal for the Study of the Old Testament 1–22 © The Author(s) 2019 Article reuse guidelines: sagepub.com/journals-permissions DOI: 10.1177/0309089219862803 journals.sagepub.com/home/jot Isaac rebounds: A video game retelling of the Aqedah Rebekah Welton University of Exeter, UK Abstract This article engages with a video game retelling of the biblical Aqedah and particularly focuses on the interactive nature of video games. In the game The Binding of Isaac, Isaac runs away from his parent, ‘Mom’, and fights back, which contrasts significantly with the passive and silent Isaac of the biblical text. The interactivity and immersion created by a video game medium has a significant impact on a player’s interpretation of the biblical story. This article argues that the video game depicts the Aqedah as horrific as a means to critique corporal punishment as used in some conservative Christian child-rearing strategies. Unfortunately, the game’s misogynistic portrayal of Isaac’s mother is deeply problematic, which this article also addresses. Keywords Aqedah, Binding of Isaac, popular culture, reception, video games It seems most useful to think of the notion of play as experimentation and innovation in response to a rigid system or structure. In this case, then, we could think of theology as the most basic level of play with the biblical text, directing a film about Jesus as exhibiting a greater degree of play with the biblical text, and a video game about the Bible as having the greatest degree of play with the biblical text. 1 The field of Religious Studies has begun to engage with digital media forms, such as video games and virtual realities, and has taken seriously the social implications for religion in this new media age. 2 Biblical Studies has yet to do the same, but perhaps this 1. Rachel Wagner, ‘The Play Is the Thing: Interactivity from Bible Fights to Passions of the Christ’, in Craig Detweiler (ed.), Halos and Avatars: Playing Video Games with God (Louisville: Westminster John Knox, 2010), p.54. 2. For example, Rachel Wagner, Godwired: Religion, Ritual and Virtual Reality (New York: Routledge, 2012); Heidi Campbell and Gregory P. Greive, (eds.) Playing with Religion in Digital Games (Bloomington: Indiana University Press, 2014); Heidi Campbell, Digital Religion: Understanding Religious Practice in New Media Worlds (New York: Routledge, 2013); Detweiler, Halos and Avatars. Corresponding author: Rebekah Welton, Theology and Religious Studies, Amory Building, Rennes Drive, University of Exeter, EX4 4RJ. Email: r.c.welton@exeter.ac.uk Original Article