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.
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.
Virtual Sociocultural Convergence. Basel: Springer International Publishing. Benedikt, Michael. 1992. Cyberspace: First Steps. Cambridge: MIT Press. Berger, Peter. 1967. The Sacred Canopy: Elements of a Sociological Theory of Religion.
... structure of community in online and offline contexts. Since the mid-1990s, resear ers have recognized unique social ... the social structure of different nodes (i.e., an individual or group) and their pa erns of relationships (Wellman ...
It is particularly good for engagement with specific issues in researching religion. Fieldwork may provide rich data about people's personal experiences within a religion, particular local expressions of a religion, specific ritual ...
Bainbridge, W. S. (2013c), 'Perspectives on Virtual Veneration', The Information Society, 29: 196–202. Bainbridge, W. S. (2014), An Information Technology Surrogate for Religion, New York: Palgrave Macmillan.
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.
" --Chris Skaggs, Soma Games "Outstanding read! If you're a gamer, media junkie, teacher, parent, or student, you need to read this book. Christians and non-Christians alike will find gems of truth throughout the book.
Jeffrey, C., 2017. Malaysia is trying to ban 'Fight of Gods' ... In: R. Kelomees and C. Hales, eds., Expanding practices in audiovisual narrative. Newcastle upon Tyne: Cambridge ... Matthews, D., 2014. Is killing video game characters ...
... game's storyline and characters or other game world content to help orient a player in the game's environment. Unlike a game guide, a game manual does not provide detailed instructions for how to complete the video game. The history of the ...
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...