Author: David R. Kinsley
Publisher: Motilal Banarsidass Publishe
ISBN: 9780896840195
Category : Krishna (Hindu deity)
Languages : en
Pages : 328
Book Description
The divine player
Author: David R. Kinsley
Publisher: Motilal Banarsidass Publishe
ISBN: 9780896840195
Category : Krishna (Hindu deity)
Languages : en
Pages : 328
Book Description
Publisher: Motilal Banarsidass Publishe
ISBN: 9780896840195
Category : Krishna (Hindu deity)
Languages : en
Pages : 328
Book Description
Gaming and the Divine
Author: Frank G. Bosman
Publisher: Routledge
ISBN: 0429018681
Category : Religion
Languages : en
Pages : 229
Book Description
This book formulates a new theological approach to the study of religion in gaming. Video games have become one of the most important cultural artifacts 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, focusing 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 synthesizing 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.
Publisher: Routledge
ISBN: 0429018681
Category : Religion
Languages : en
Pages : 229
Book Description
This book formulates a new theological approach to the study of religion in gaming. Video games have become one of the most important cultural artifacts 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, focusing 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 synthesizing 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.
The Player
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 122
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 122
Book Description
The Legendary Game Player
Author: Zhuan JiaLaoLi
Publisher: Funstory
ISBN: 1648842186
Category : Fiction
Languages : en
Pages : 706
Book Description
How could a game without an external connection work? He was going to grind monsters with 10,000 low-leveled accounts! The diaosi Li Feng who was poisoned by the computer actually had the ability to open small accounts without limit! Hot blooded Jianghu Player, WOW players, Questioning players, Conquering players and other old game players must see it!
Publisher: Funstory
ISBN: 1648842186
Category : Fiction
Languages : en
Pages : 706
Book Description
How could a game without an external connection work? He was going to grind monsters with 10,000 low-leveled accounts! The diaosi Li Feng who was poisoned by the computer actually had the ability to open small accounts without limit! Hot blooded Jianghu Player, WOW players, Questioning players, Conquering players and other old game players must see it!
A Player's Guide to the Post-Truth Condition
Author: Steve Fuller
Publisher: Anthem Press
ISBN: 1785276069
Category : Science
Languages : en
Pages : 156
Book Description
A Player’s Guide to the Post-Truth Condition: The Name of the Game presents sixteen short, readable chapters designed to leverage our post-truth condition’s deep historical and philosophical roots into opportunities for unprecedented innovation and change. Fuller offers a bracing, proactive and hopeful vision against the tendency to demonize post-truth as the realm of ‘fake news’ and ‘bullshit’. Where others see threats to the established order, Fuller sees opportunities to overturn it. This theme is pursued across many domains, including politics, religion, the economy, the law, public relations, journalism, the performing arts and academia, not least academic science. The red thread running through Fuller’s treatment is that these domains are games that cannot be easily won unless one can determine the terms of engagement, which is to say, the ‘name of the game’. This involves the exercise of ‘modal power’, which is the capacity to manipulate what people think is possible. Once the ‘necessarily’ true appears to be only ‘contingently’ so, then the future suddenly becomes a more open space for action. This was what frightened Plato about the alternative realities persuasively portrayed by playwrights in ancient Athens. Nevertheless, Fuller believes that it should be embraced by denizens of today’s post-truth condition.
Publisher: Anthem Press
ISBN: 1785276069
Category : Science
Languages : en
Pages : 156
Book Description
A Player’s Guide to the Post-Truth Condition: The Name of the Game presents sixteen short, readable chapters designed to leverage our post-truth condition’s deep historical and philosophical roots into opportunities for unprecedented innovation and change. Fuller offers a bracing, proactive and hopeful vision against the tendency to demonize post-truth as the realm of ‘fake news’ and ‘bullshit’. Where others see threats to the established order, Fuller sees opportunities to overturn it. This theme is pursued across many domains, including politics, religion, the economy, the law, public relations, journalism, the performing arts and academia, not least academic science. The red thread running through Fuller’s treatment is that these domains are games that cannot be easily won unless one can determine the terms of engagement, which is to say, the ‘name of the game’. This involves the exercise of ‘modal power’, which is the capacity to manipulate what people think is possible. Once the ‘necessarily’ true appears to be only ‘contingently’ so, then the future suddenly becomes a more open space for action. This was what frightened Plato about the alternative realities persuasively portrayed by playwrights in ancient Athens. Nevertheless, Fuller believes that it should be embraced by denizens of today’s post-truth condition.
A Player's Guide to Deminar
Author: Matthew Kane
Publisher: Infinity Publishing
ISBN: 0741424959
Category :
Languages : en
Pages : 156
Book Description
Publisher: Infinity Publishing
ISBN: 0741424959
Category :
Languages : en
Pages : 156
Book Description
Playing with Religion in Digital Games
Author: Heidi A. Campbell
Publisher: Indiana University Press
ISBN: 0253012635
Category : Games & Activities
Languages : en
Pages : 314
Book Description
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.
Publisher: Indiana University Press
ISBN: 0253012635
Category : Games & Activities
Languages : en
Pages : 314
Book Description
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.
Encyclopedia of Video Games [3 volumes]
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Games & Activities
Languages : en
Pages : 1173
Book Description
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.
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Games & Activities
Languages : en
Pages : 1173
Book Description
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.
Online Game: Cultivating Mage
Author: Wu QingXiaoYao
Publisher: Funstory
ISBN: 1649354347
Category : Fiction
Languages : en
Pages : 903
Book Description
Miracles are created. What about myths? In the game, one could look for miracles, but in the game, one needed to create a legend. Accidents are often the starting point for the achievement of myths. The accident that happened when he was a child caused him to obtain the Chaotic Body ... Yet, he was unable to cultivate due to an accident... There were too many accidents, and it was precisely these accidents that had made him so ... The game was merciless. It was brotherly!
Publisher: Funstory
ISBN: 1649354347
Category : Fiction
Languages : en
Pages : 903
Book Description
Miracles are created. What about myths? In the game, one could look for miracles, but in the game, one needed to create a legend. Accidents are often the starting point for the achievement of myths. The accident that happened when he was a child caused him to obtain the Chaotic Body ... Yet, he was unable to cultivate due to an accident... There were too many accidents, and it was precisely these accidents that had made him so ... The game was merciless. It was brotherly!
Playing with the Past
Author: Matthew Wilhelm Kapell
Publisher: Bloomsbury Publishing USA
ISBN: 1623563879
Category : Social Science
Languages : en
Pages : 401
Book Description
Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.
Publisher: Bloomsbury Publishing USA
ISBN: 1623563879
Category : Social Science
Languages : en
Pages : 401
Book Description
Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.