The Sacred the Digital

The Sacred   the Digital
Author: F.G. (Frank) Bosman
Publsiher: MDPI
Total Pages: 182
Release: 2019-04-18
Genre: Religion
ISBN: 9783038978305

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Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.

Sacred the Digital Critical Depictions of Religions in Video Games

Sacred   the Digital  Critical Depictions of Religions in Video Games
Author: F. G. (Frank) Bosman
Publsiher: Unknown
Total Pages: 135
Release: 2019
Genre: Electronic Book
ISBN: 3038978310

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Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.

Playing with Religion in Digital Games

Playing with Religion in Digital Games
Author: Heidi A. Campbell,Gregory P. Grieve
Publsiher: Indiana University Press
Total Pages: 304
Release: 2014-04-28
Genre: Games & Activities
ISBN: 9780253012630

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Shaman, paragon, God-mode: modern video games are heavily coded with religious undertones. From the Shinto-inspired Japanese video game Okami to the internationally popular The Legend of Zelda and Halo, many video games rely on religious themes and symbols to drive the narrative and frame the storyline. Playing with Religion in Digital Games explores the increasingly complex relationship between gaming and global religious practices. For example, how does religion help organize the communities in MMORPGs such as World of Warcraft? What role has censorship played in localizing games like Actraiser in the western world? How do evangelical Christians react to violence, gore, and sexuality in some of the most popular games such as Mass Effect or Grand Theft Auto? With contributions by scholars and gamers from all over the world, this collection offers a unique perspective to the intersections of religion and the virtual world.

Methods for Studying Video Games and Religion

Methods for Studying Video Games and Religion
Author: Vít Šisler,Kerstin Radde-Antweiler,Xenia Zeiler
Publsiher: Routledge
Total Pages: 319
Release: 2017-11-28
Genre: Religion
ISBN: 9781315518312

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Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.

Games and Narrative Theory and Practice

Games and Narrative  Theory and Practice
Author: Barbaros Bostan
Publsiher: Springer Nature
Total Pages: 347
Release: 2021-12-07
Genre: Computers
ISBN: 9783030815387

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This book provides an introduction and overview of the rapidly evolving topic of game narratives, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings that illustrate the nature of it. The first section deals with narrative design and theory, the second section includes social and cultural studies on game narrative, the third section focuses on new technologies and approaches for the topic, the fourth section presents practices and case studies, and the final section provides industry cases from professionals.

Encyclopedia of Video Games 3 volumes

Encyclopedia of Video Games  3 volumes
Author: Mark J. P. Wolf
Publsiher: Bloomsbury Publishing USA
Total Pages: 1173
Release: 2021-05-24
Genre: Games & Activities
ISBN: 9798216161820

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Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Global Sceptical Publics

Global Sceptical Publics
Author: Jacob Copeman,Mascha Schulz
Publsiher: UCL Press
Total Pages: 382
Release: 2022-12-08
Genre: Religion
ISBN: 9781800083448

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Global Sceptical Publics is the first major study of the significance of different media for the (re)production of non-religious publics and publicity. While much work has documented how religious subjectivities are shaped by media, until now the crucial role of diverse media for producing and participating in religion-sceptical publics and debates has remained under-researched. With some chapters focusing on locations hitherto barely considered by scholarship on non-religion, the book places in comparative perspective how atheists, secularists and humanists engage with media – as means of communication and forming non-religious publics – but also on occasion as something to be resisted. Its conceptually rich interdisciplinary chapters thereby contribute important new insights to the growing field of non-religion studies and to scholarship on media and materiality more generally.

Gaming and the Divine

Gaming and the Divine
Author: Frank G. Bosman
Publsiher: Routledge
Total Pages: 290
Release: 2019-03-28
Genre: Religion
ISBN: 9780429018688

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This book formulates a new theological approach to the study of religion in gaming. Video games have become one of the most important cultural artefacts of modern society, both as mediators of cultural, social, and religious values and in terms of commercial success. This has led to a significant increase in the critical analysis of this relatively new medium, but theology as an academic discipline is noticeably behind the other humanities on this subject. The book first covers the fundamentals of cultural theology and video games. It then moves on to set out a Christian systematic theology of gaming, focussing on creational theology, Christology, anthropology, evil, moral theology, and thanatology. Each chapter introduces case studies from video games connected to the specific theme. In contrast to many studies which focus on online multiplayer games, the examples considered are largely single player games with distinct narratives and ‘end of game’ moments. The book concludes by synthesising these themes into a new theology of video games. This study addresses a significant aspect of contemporary society that has yet to be discussed in any depth by theologians. It is, therefore, a fantastic resource for any scholar engaging with the religious aspects of digital and popular culture.