Author: Kevin Schut
Publisher: Baker Books
ISBN: 1441240519
Category : Religion
Languages : en
Pages : 281
Book Description
Video games are big business, generating billions of dollars annually. The long-held stereotype of the gamer as a solitary teen hunched in front of his computer screen for hours is inconsistent with the current makeup of a diverse and vibrant gaming community. The rise of this cultural phenomenon raises a host of questions: Are some games too violent? Do they hurt or help our learning? Do they encourage escapism? How do games portray gender? Such questions have generated lots of talk, but missing from much of the discussion has been a Christian perspective. Kevin Schut, a communications expert and an enthusiastic gamer himself, offers a lively, balanced, and informed Christian evaluation of video games and video game culture. He expertly engages a variety of issues, encouraging readers to consider both the perils and the promise of this major cultural phenomenon. The book includes a foreword by Quentin J. Schultze.
Of Games and God
Author: Kevin Schut
Publisher: Baker Books
ISBN: 1441240519
Category : Religion
Languages : en
Pages : 281
Book Description
Video games are big business, generating billions of dollars annually. The long-held stereotype of the gamer as a solitary teen hunched in front of his computer screen for hours is inconsistent with the current makeup of a diverse and vibrant gaming community. The rise of this cultural phenomenon raises a host of questions: Are some games too violent? Do they hurt or help our learning? Do they encourage escapism? How do games portray gender? Such questions have generated lots of talk, but missing from much of the discussion has been a Christian perspective. Kevin Schut, a communications expert and an enthusiastic gamer himself, offers a lively, balanced, and informed Christian evaluation of video games and video game culture. He expertly engages a variety of issues, encouraging readers to consider both the perils and the promise of this major cultural phenomenon. The book includes a foreword by Quentin J. Schultze.
Publisher: Baker Books
ISBN: 1441240519
Category : Religion
Languages : en
Pages : 281
Book Description
Video games are big business, generating billions of dollars annually. The long-held stereotype of the gamer as a solitary teen hunched in front of his computer screen for hours is inconsistent with the current makeup of a diverse and vibrant gaming community. The rise of this cultural phenomenon raises a host of questions: Are some games too violent? Do they hurt or help our learning? Do they encourage escapism? How do games portray gender? Such questions have generated lots of talk, but missing from much of the discussion has been a Christian perspective. Kevin Schut, a communications expert and an enthusiastic gamer himself, offers a lively, balanced, and informed Christian evaluation of video games and video game culture. He expertly engages a variety of issues, encouraging readers to consider both the perils and the promise of this major cultural phenomenon. The book includes a foreword by Quentin J. Schultze.
Evolution, Games, and God
Author: Martin A. Nowak
Publisher: Harvard University Press
ISBN: 0674075536
Category : Science
Languages : en
Pages : 398
Book Description
According to the reigning competition-driven model of evolution, selfish behaviors that maximize an organism’s reproductive potential offer a fitness advantage over self-sacrificing behaviors—rendering unselfish behavior for the sake of others a mystery that requires extra explanation. Evolution, Games, and God addresses this conundrum by exploring how cooperation, working alongside mutation and natural selection, plays a critical role in populations from microbes to human societies. Inheriting a tendency to cooperate, argue the contributors to this book, may be as beneficial as the self-preserving instincts usually thought to be decisive in evolutionary dynamics. Assembling experts in mathematical biology, history of science, psychology, philosophy, and theology, Martin Nowak and Sarah Coakley take an interdisciplinary approach to the terms “cooperation” and “altruism.” Using game theory, the authors elucidate mechanisms by which cooperation—a form of working together in which one individual benefits at the cost of another—arises through natural selection. They then examine altruism—cooperation which includes the sometimes conscious choice to act sacrificially for the collective good—as a key concept in scientific attempts to explain the origins of morality. Discoveries in cooperation go beyond the spread of genes in a population to include the spread of cultural transformations such as languages, ethics, and religious systems of meaning. The authors resist the presumption that theology and evolutionary theory are inevitably at odds. Rather, in rationally presenting a number of theological interpretations of the phenomena of cooperation and altruism, they find evolutionary explanation and theology to be strongly compatible.
Publisher: Harvard University Press
ISBN: 0674075536
Category : Science
Languages : en
Pages : 398
Book Description
According to the reigning competition-driven model of evolution, selfish behaviors that maximize an organism’s reproductive potential offer a fitness advantage over self-sacrificing behaviors—rendering unselfish behavior for the sake of others a mystery that requires extra explanation. Evolution, Games, and God addresses this conundrum by exploring how cooperation, working alongside mutation and natural selection, plays a critical role in populations from microbes to human societies. Inheriting a tendency to cooperate, argue the contributors to this book, may be as beneficial as the self-preserving instincts usually thought to be decisive in evolutionary dynamics. Assembling experts in mathematical biology, history of science, psychology, philosophy, and theology, Martin Nowak and Sarah Coakley take an interdisciplinary approach to the terms “cooperation” and “altruism.” Using game theory, the authors elucidate mechanisms by which cooperation—a form of working together in which one individual benefits at the cost of another—arises through natural selection. They then examine altruism—cooperation which includes the sometimes conscious choice to act sacrificially for the collective good—as a key concept in scientific attempts to explain the origins of morality. Discoveries in cooperation go beyond the spread of genes in a population to include the spread of cultural transformations such as languages, ethics, and religious systems of meaning. The authors resist the presumption that theology and evolutionary theory are inevitably at odds. Rather, in rationally presenting a number of theological interpretations of the phenomena of cooperation and altruism, they find evolutionary explanation and theology to be strongly compatible.
Halos and Avatars
Author: Craig Detweiler
Publisher: Westminster John Knox Press
ISBN: 1611640040
Category : Religion
Languages : en
Pages : 258
Book Description
Craig Detweiler's collection of up-to-the-minute essays on video games' theological themes (and yes, they do exist!) is an engaging and provocative book for gamers, parents, pastors, media scholars, and theologians--virtually anyone who has dared to consider the ramifications of modern society's obsession with video games and online media. Together, these essays take on an exploding genre in popular culture and interpret it through a refreshing and enlightening philosophical lens.
Publisher: Westminster John Knox Press
ISBN: 1611640040
Category : Religion
Languages : en
Pages : 258
Book Description
Craig Detweiler's collection of up-to-the-minute essays on video games' theological themes (and yes, they do exist!) is an engaging and provocative book for gamers, parents, pastors, media scholars, and theologians--virtually anyone who has dared to consider the ramifications of modern society's obsession with video games and online media. Together, these essays take on an exploding genre in popular culture and interpret it through a refreshing and enlightening philosophical lens.
God in the Machine
Author: Liel Leibovitz
Publisher: Templeton Foundation Press
ISBN: 1599474506
Category : Social Science
Languages : en
Pages : 157
Book Description
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.
Publisher: Templeton Foundation Press
ISBN: 1599474506
Category : Social Science
Languages : en
Pages : 157
Book Description
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.
Finding GOD in the World of Video Games
Author: Steven Radford
Publisher:
ISBN: 9781520427232
Category :
Languages : en
Pages : 226
Book Description
It's Dangerous to Go Alone! Take This!Whether you are taking up the sword in the Legend of Zelda for the first time or unleashing the energy sword in Halo for the hundredth time, together we will explore the world of gaming and unlock secrets and mysteries from the Bible along the way. From gaming's biggest blockbusters to obscure titles that will stretch your gaming knowledge, we will leave no stone unturned and no barrel or crate unbroken as we hunt for meaning and truth in both the Word of God and the world of video games.
Publisher:
ISBN: 9781520427232
Category :
Languages : en
Pages : 226
Book Description
It's Dangerous to Go Alone! Take This!Whether you are taking up the sword in the Legend of Zelda for the first time or unleashing the energy sword in Halo for the hundredth time, together we will explore the world of gaming and unlock secrets and mysteries from the Bible along the way. From gaming's biggest blockbusters to obscure titles that will stretch your gaming knowledge, we will leave no stone unturned and no barrel or crate unbroken as we hunt for meaning and truth in both the Word of God and the world of video games.
The God Game
Author: Danny Tobey
Publisher: Hachette UK
ISBN: 1473224500
Category : Fiction
Languages : en
Pages : 452
Book Description
'Like an episode of Black Mirror written by Stephen King' John Marrs, bestselling author of The One 'Immersive, claustrophobic . . . addictive' Guardian Win and All Your Dreams Come TrueTM! ;) Charlie and his friends have entered the God Game. Tasks are delivered through their phones. When they accomplish a mission, the game rewards them. Charlie's money problems could be over. Vanhi can erase the one bad grade on her university application. It's all fun and games - at first. Then the threatening messages start. Obey me. Mysterious packages show up at their homes. Shadowy figures start following them. Who else is playing this game, and how far will they go to win? As Charlie looks for a way out, there's only one rule he knows for sure. If you die in the game, you die for real. 'Smart, propulsive and gripping' Harlan Coben, #1 Sunday Times bestselling author
Publisher: Hachette UK
ISBN: 1473224500
Category : Fiction
Languages : en
Pages : 452
Book Description
'Like an episode of Black Mirror written by Stephen King' John Marrs, bestselling author of The One 'Immersive, claustrophobic . . . addictive' Guardian Win and All Your Dreams Come TrueTM! ;) Charlie and his friends have entered the God Game. Tasks are delivered through their phones. When they accomplish a mission, the game rewards them. Charlie's money problems could be over. Vanhi can erase the one bad grade on her university application. It's all fun and games - at first. Then the threatening messages start. Obey me. Mysterious packages show up at their homes. Shadowy figures start following them. Who else is playing this game, and how far will they go to win? As Charlie looks for a way out, there's only one rule he knows for sure. If you die in the game, you die for real. 'Smart, propulsive and gripping' Harlan Coben, #1 Sunday Times bestselling author
The Game of God
Author: Arthur Hancock
Publisher: Aeogia Press
ISBN: 9780989358255
Category :
Languages : en
Pages : 330
Book Description
A God for the Twenty-first Century. Does life have any meaning or purpose? Does God exist? How can you reconcile a loving God with cruelty and suffering? This book makes the radical claim that the universe is literally a game of God. One purpose of the universe is for God to enjoy the vast array of experiences that God, as an unlimited being, cannot experience: life and death, joy and pain, beginning and end, fear and hate, happiness and sorrow. In order to have a realistic experience of limitation, God must forget that She-He-It is God. The universe is a game in which God forgets His-Her-Its identity and in the process of playing remembers who She-He-It is. We are not separate creatures who are victims of existence. We are expressions of God experiencing limitation and overcoming it. We are God in disguise. Human suffering comes from the erroneous belief that who we really are is our personality, or ego-identity. Our lives are a constant battle for the survival of a mistaken identity; we spend most of our time either flighting from reality or fighting it. Love and transcendence lie in the cessation of survival behavior, in the acceptance of reality (what is). Love is the experience of unconditional acceptance of what is. With a cartoon on every left-hand page illustrating the text on the right, formatted like poetry, these ideas are presented in a light and humorous manner. Tim Allen says, "If you really have your shit together, read this book." (From the suggested reading list in his bestseller, "I'm Not Really Here.") Oprah called it, "A great book about God." This is a revised edition of the 1993 book, which reflects the latest thinking of the authors and includes some new cartoons.
Publisher: Aeogia Press
ISBN: 9780989358255
Category :
Languages : en
Pages : 330
Book Description
A God for the Twenty-first Century. Does life have any meaning or purpose? Does God exist? How can you reconcile a loving God with cruelty and suffering? This book makes the radical claim that the universe is literally a game of God. One purpose of the universe is for God to enjoy the vast array of experiences that God, as an unlimited being, cannot experience: life and death, joy and pain, beginning and end, fear and hate, happiness and sorrow. In order to have a realistic experience of limitation, God must forget that She-He-It is God. The universe is a game in which God forgets His-Her-Its identity and in the process of playing remembers who She-He-It is. We are not separate creatures who are victims of existence. We are expressions of God experiencing limitation and overcoming it. We are God in disguise. Human suffering comes from the erroneous belief that who we really are is our personality, or ego-identity. Our lives are a constant battle for the survival of a mistaken identity; we spend most of our time either flighting from reality or fighting it. Love and transcendence lie in the cessation of survival behavior, in the acceptance of reality (what is). Love is the experience of unconditional acceptance of what is. With a cartoon on every left-hand page illustrating the text on the right, formatted like poetry, these ideas are presented in a light and humorous manner. Tim Allen says, "If you really have your shit together, read this book." (From the suggested reading list in his bestseller, "I'm Not Really Here.") Oprah called it, "A great book about God." This is a revised edition of the 1993 book, which reflects the latest thinking of the authors and includes some new cartoons.
Fundamentals of Game Design
Author: Ernest Adams
Publisher: New Riders
ISBN: 013210475X
Category : Computers
Languages : en
Pages : 697
Book Description
To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade
Publisher: New Riders
ISBN: 013210475X
Category : Computers
Languages : en
Pages : 697
Book Description
To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade
Online Game: Becoming God
Author: Feng YuCaiHong
Publisher: Funstory
ISBN: 1636225268
Category : Fiction
Languages : en
Pages : 740
Book Description
Three years before his rebirth, when the game "God of Conferred" opened, the former king of the game was just a small follower who followed the Second Miss into the game.
Publisher: Funstory
ISBN: 1636225268
Category : Fiction
Languages : en
Pages : 740
Book Description
Three years before his rebirth, when the game "God of Conferred" opened, the former king of the game was just a small follower who followed the Second Miss into the game.
The God Who Risks
Author: John Sanders
Publisher: InterVarsity Press
ISBN: 0830878076
Category : Religion
Languages : en
Pages : 385
Book Description
If God is all-knowing and all-powerful, can he in any way be vulnerable to his creation? Can God be in control of anything at all if he is not constantly in control of everything? John Sanders says yes to both of these questions. In The God Who Risks defends his answer with a careful and challenging argument. He first builds his case on an in-depth reading of the Old and New Testaments. Then Sanders probes philosophical, historical and systematic theology for further support. And he completes his defense with considerations drawn from practical theology. The God Who Risks is a profound and often inspiring presentation of "relational theism"--an understanding of providence in which "a personal God enters into genuine give-and-take relations with his creatures." With this book Sanders not only contributes to serious theological discussion but also enlightens pastors and laypersons who struggle with questions about suffering, evil and human free will.
Publisher: InterVarsity Press
ISBN: 0830878076
Category : Religion
Languages : en
Pages : 385
Book Description
If God is all-knowing and all-powerful, can he in any way be vulnerable to his creation? Can God be in control of anything at all if he is not constantly in control of everything? John Sanders says yes to both of these questions. In The God Who Risks defends his answer with a careful and challenging argument. He first builds his case on an in-depth reading of the Old and New Testaments. Then Sanders probes philosophical, historical and systematic theology for further support. And he completes his defense with considerations drawn from practical theology. The God Who Risks is a profound and often inspiring presentation of "relational theism"--an understanding of providence in which "a personal God enters into genuine give-and-take relations with his creatures." With this book Sanders not only contributes to serious theological discussion but also enlightens pastors and laypersons who struggle with questions about suffering, evil and human free will.