Methods for Studying Video Games and Religion

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Author :
Publisher : Routledge
ISBN 13 : 1315518317
Total Pages : 319 pages
Book Rating : 4.12/5 ( download)

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Book Synopsis Methods for Studying Video Games and Religion by : Vít Šisler

Download or read book Methods for Studying Video Games and Religion written by Vít Šisler and published by Routledge. This book was released on 2017-11-28 with total page 319 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

The Sacred & the Digital

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Author :
Publisher : MDPI
ISBN 13 : 3038978302
Total Pages : 182 pages
Book Rating : 4.05/5 ( download)

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Book Synopsis The Sacred & the Digital by : F.G. (Frank) Bosman

Download or read book The Sacred & the Digital written by F.G. (Frank) Bosman and published by MDPI. This book was released on 2019-04-18 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Methods for Studying Video Games and Religion

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Author :
Publisher : Routledge
ISBN 13 : 1315518325
Total Pages : 222 pages
Book Rating : 4.29/5 ( download)

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Book Synopsis Methods for Studying Video Games and Religion by : Vít Šisler

Download or read book Methods for Studying Video Games and Religion written by Vít Šisler and published by Routledge. This book was released on 2017-11-28 with total page 222 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Playing with Religion in Digital Games

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Author :
Publisher : Indiana University Press
ISBN 13 : 0253012635
Total Pages : 314 pages
Book Rating : 4.30/5 ( download)

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Book Synopsis Playing with Religion in Digital Games by : Heidi A. Campbell

Download or read book Playing with Religion in Digital Games written by Heidi A. Campbell and published by Indiana University Press. This book was released on 2014-04-28 with total page 314 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Understanding Religion and Popular Culture

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Author :
Publisher : Routledge
ISBN 13 : 0415781043
Total Pages : 242 pages
Book Rating : 4.46/5 ( download)

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Book Synopsis Understanding Religion and Popular Culture by : Terry Ray Clark

Download or read book Understanding Religion and Popular Culture written by Terry Ray Clark and published by Routledge. This book was released on 2012 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: This introductory text provides students with an extremely useful 'toolbox' of approaches for analyzing religion and popular culture.

Game Research Methods: An Overview

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Publisher : Lulu.com
ISBN 13 : 1312884738
Total Pages : 374 pages
Book Rating : 4.31/5 ( download)

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Book Synopsis Game Research Methods: An Overview by : Patri Lankoski

Download or read book Game Research Methods: An Overview written by Patri Lankoski and published by Lulu.com. This book was released on 2015 with total page 374 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.

Theory and Method in the Study of Religion

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Publisher : Cengage Learning
ISBN 13 :
Total Pages : 624 pages
Book Rating : 4.86/5 ( download)

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Book Synopsis Theory and Method in the Study of Religion by : Carl Olson

Download or read book Theory and Method in the Study of Religion written by Carl Olson and published by Cengage Learning. This book was released on 2003 with total page 624 pages. Available in PDF, EPUB and Kindle. Book excerpt: This anthology provides students with a useful collection of theoretical essays concerning the nature of religion and the methodological means by which scholars analytically approach the subject. Organized in a point/counterpoint fashion, this volume will foster in-class discussion and the honing of a student's own critical perspectives.

Archaeogaming

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Publisher : Berghahn Books
ISBN 13 : 1785338749
Total Pages : 236 pages
Book Rating : 4.48/5 ( download)

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Book Synopsis Archaeogaming by : Andrew Reinhard

Download or read book Archaeogaming written by Andrew Reinhard and published by Berghahn Books. This book was released on 2018-06-18 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. This book serves as a general introduction to "archaeogaming"; it describes the intersection of archaeology and video games and applies archaeological method and theory into understanding game-spaces as both site and artifact.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

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Publisher : Macmillan
ISBN 13 : 1466886420
Total Pages : 256 pages
Book Rating : 4.21/5 ( download)

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Book Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee

Download or read book What Video Games Have to Teach Us About Learning and Literacy. Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.

God in the Machine

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Publisher : Templeton Foundation Press
ISBN 13 : 1599474506
Total Pages : 157 pages
Book Rating : 4.02/5 ( download)

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Book Synopsis God in the Machine by : Liel Leibovitz

Download or read book God in the Machine written by Liel Leibovitz and published by Templeton Foundation Press. This book was released on 2014-02-21 with total page 157 pages. Available in PDF, EPUB and Kindle. Book excerpt: What might Heidegger say about Halo, the popular video game franchise, if he were alive today? What would Augustine think about Assassin’s Creed? What could Maimonides teach us about Nintendo’s eponymous hero, Mario? While some critics might dismiss such inquiries outright, protesting that these great thinkers would never concern themselves with a medium so crude and mindless as video games, it is important to recognize that games like these are becoming the defining medium of our time. We spend more time and money on video games than on books, television, or film, and any serious thinker of our age should be concerned with these games, what they are saying about us, and what we are learning from them. Yet video games remain relatively unexplored by both scholars and pundits alike. Few have advanced beyond outmoded and futile attempts to tie gameplay to violent behavior. With this rumor now thoroughly and repeatedly disproven, it is time to delve deeper. Just as the Museum of Modern Art in Manhattan recently acquired fourteen games as part of its permanent collection, so too must we seek to add a serious consideration of virtual worlds to the pantheon of philosophical inquiry. In God in the Machine, author Liel Leibovitz leads a fascinating tour of the emerging virtual landscape and its many dazzling vistas from which we are offered new vantage points on age-old theological and philosophical questions. Free will vs. determinism, the importance of ritual, transcendence through mastery, notions of the self, justice and sin, life, death, and resurrection all come into play in the video games that some critics so quickly write off as mind-numbing wastes of time. When one looks closely at how these games are designed, their inherent logic, and their cognitive effects on players, it becomes clear that playing these games creates a state of awareness vastly different from when we watch television or read a book. Indeed, the gameplay is a far more dynamic process that draws on various faculties of mind and body to evoke sensations that might more commonly be associated with religious experience. Getting swept away in an engaging game can be a profoundly spiritual activity. It is not to think, but rather to be, a logic that sustained our ancestors for millennia as they looked heavenward for answers. As more and more of us look “screenward,” it is crucial to investigate these games for their vast potential as fine instruments of moral training. Anyone seeking a concise and well-reasoned introduction to the subject would do well to start with God in the Machine. By illuminating both where video game storytelling is now and where it currently butts up against certain inherent limitations, Liebovitz intriguingly implies how the field and, in turn, our experiences might continue to evolve and advance in the coming years.