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Playing with Religion in Digital Games [Kietas viršelis]

3.67/5 (16 ratings by Goodreads)
Edited by , Contributions by , Contributions by , Contributions by , Contributions by , Contributions by , Contributions by , Contributions by , Contributions by , Edited by
  • Formatas: Hardback, 304 pages, aukštis x plotis: 229x152 mm, weight: 590 g, 7 b&w illus., 3 tables
  • Serija: Digital Game Studies
  • Išleidimo metai: 28-Apr-2014
  • Leidėjas: Indiana University Press
  • ISBN-10: 0253012449
  • ISBN-13: 9780253012449
Kitos knygos pagal šią temą:
  • Formatas: Hardback, 304 pages, aukštis x plotis: 229x152 mm, weight: 590 g, 7 b&w illus., 3 tables
  • Serija: Digital Game Studies
  • Išleidimo metai: 28-Apr-2014
  • Leidėjas: Indiana University Press
  • ISBN-10: 0253012449
  • ISBN-13: 9780253012449
Kitos knygos pagal šią temą:

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 Video 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.



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.

Recenzijos

This collection builds on and adds to the best criticism in this young and exciting subfield and will grow more important as religion integrates further into our digital games.

(Library Journal) ...[ A]n ambitious and impressive compendium offering intriguing possibilities for further research and theory for the burgeoning field of cultural studies.

(Publishers Weekly) This fine collection of essays represents a well-documented study of the effects and influences that religion (in general) has had on digital gaming and its players. . . . This volume will be a good launching pad for future research.

(Choice) This edited collection is uniformly good and well worth reading. As the editors and authors note, the study of religion and gaming stands very near its beginning. They invite others to take up the study and this book offers a good starting point.

(Communication Research Trends)

Introduction: What Playing with Religion Offers Digital Game Studies /
Heidi A. Campbell and Gregory Price Grieve
Part 1: Explorations in Religiously Themed Games
1. Dreidels to Dante's Inferno: Toward a Typology of Religious Games / Jason
Anthony
2. Locating the Pixelated Jew: A Multimodal Method for Exploring Judaism in
The Shivah / Isamar Carrillo Masso and Nathan Abrams
3. The Global Mediatization of Hinduism through Digital Games: Representation
versus Simulation in Hanuman: Boy Warrior / Xenia Zeiler
4. Silent Hill and Fatal Frame: Finding Transcendent Horror in and beyond the
Haunted Magic Circle / Brenda S. Gardenour Walter
Part 2: Religion in Mainstream Games
5. From Kuma\War to Quraish: Representation of Islam in Arab and American
Video Games / Vit isler
6. Citing the Medieval: Using Religion as World-Building Infrastructure in
Fantasy MMORPGs / Rabia Gregory
7. Hardcore Christian Gamers: How Religion Shapes Evangelical Play / Shanny
Luft
8. Filtering Cultural Feedback: Religion, Censorship and Localization in
Actraiser and Other Mainstream Video Games / Peter Likarish
Part 3: Gaming as Implicit Religion
9. The Importance of Playing in Earnest / Rachel Wagner
10. "God Modes" and "God Moods": What Does a Digital Game Need to Be
Spiritually Effective? / Oliver Steffen
11. Bridging Multiple Realities: Religion, Play and Alfred Schutz's Theory of
the Life-World / Michael Waltemathe
12. They Kill Mystery: The Mechanistic Bias of Video Game Representations of
Religion and Spirituality / Kevin Schuts
Gameography
Contributors
Index
Heidi A. Campbell is Associate Professor of Communication at Texas A&M University, where she teaches media studies. She is author of Exploring Religious Community Online and When Religion Meets New Media, and editor of Digital Religion. She is Director of the Network for New Media, Religion, and Digital Culture Studies.

Gregory P. Grieve is Associate Professor in Religious Studies at the University of North Carolina at Greensboro. He is Director of MERGE: A Network for Collaborative Interdisciplinary Scholarship in UNCG's College of Arts and Sciences, and co-chair of the American Academy of Religion's section on Religion and Popular Culture. He is author of Retheorizing Religion in Nepal and editor (with Steven Engler) of Historicizing "Tradition" in the Study of Religion.