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Cyber Zen
  • Language: en
  • Pages: 278

Cyber Zen

Cyber Zen ethnographically explores Buddhist practices in the online virtual world of Second Life. Does typing at a keyboard and moving avatars around the screen, however, count as real Buddhism? If authentic practices must mimic the actual world, then Second Life Buddhism does not. In fact, a critical investigation reveals that online Buddhist practices have at best only a family resemblance to canonical Asian traditions and owe much of their methods to the late twentieth-century field of cybernetics. If, however, they are judged existentially, by how they enable users to respond to the suffering generated by living in a highly mediated consumer society, then Second Life Buddhism consists of authentic spiritual practices. Cyber Zen explores how Second Life Buddhist enthusiasts form communities, identities, locations, and practices that are both products of and authentic responses to contemporary Network Consumer Society. Gregory Price Grieve illustrates that to some extent all religion has always been virtual and gives a glimpse of possible future alternative forms of religion.

Buddhism, the Internet, and Digital Media
  • Language: en
  • Pages: 241

Buddhism, the Internet, and Digital Media

  • Type: Book
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  • Published: 2014-09-19
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  • Publisher: Routledge

Buddhism, the Internet and Digital Media: The Pixel in the Lotus explores Buddhist practice and teachings in an increasingly networked and digital era. Contributors consider the ways Buddhism plays a role and is present in digital media through a variety of methods including concrete case studies, ethnographic research, and content analysis, as well as interviews with practitioners and cyber-communities. In addition to considering Buddhism in the context of technologies such as virtual worlds, social media, and mobile devices, authors ask how the Internet affects identity, authority and community, and what effect this might have on the development, proliferation, and perception of Buddhism in an online environment. Together, these essays make the case that studying contemporary online Buddhist practice can provide valuable insights into the shifting role religion plays in our constantly changing, mediated, hurried, and uncertain culture.

Playing with Religion in Digital Games
  • Language: en
  • Pages: 314

Playing with Religion in Digital Games

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.

Historicizing
  • Language: en
  • Pages: 405

Historicizing "Tradition" in the Study of Religion

This collection of essays analyzes ‛tradition’ as a category in the historical and comparative study of religion. The book questions the common assumption that tradition is simply the “passing down” or imitation of prior practices and discourses. It begins from the premise that many traditions are, at least in part, social fabrications, often deliberately serving particular ideological ends. Individual chapters examine a wide variety of historical periods and religions (Congolese, Buddhist, Christian, Confucian, Cree, Esoteric, Hawaiian, Hindu, Islamic, Jewish, New Religious Movement, and Shinto). Different sections of the book consider tradition's relation to three sets of issues: legitimation and authority; agency and identity; modernity and the West.

Digital Religion
  • Language: en
  • Pages: 281

Digital Religion

  • Type: Book
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  • Published: 2013
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  • Publisher: Routledge

Digital Religion offers a critical and systematic survey of the study of religion and new media. It covers religious engagement with a wide range of new media forms and highlights examples of new media engagement in all five of the major world religions. From cell phones and video games to blogs and Second Life, the book: provides a detailed review of major topics includes a series of case studies to illustrate and elucidate the thematic explorations considers the theoretical, ethical and theological issues raised. Drawing together the work of experts from key disciplinary perspectives, Digital Religion is invaluable for students wanting to develop a deeper understanding of the field.

Digital Humanities and Research Methods in Religious Studies
  • Language: en
  • Pages: 396

Digital Humanities and Research Methods in Religious Studies

"This volume provides practical, but provocative, case studies of exemplary projects that apply digital technology or methods to the study of religion. An introduction and 16 essays are organized by the kinds of sources digital humanities scholars use - texts, images, and places - with a final section on the professional and pedagogical issues digital scholarship raises for the study of religion."--

Methods for Studying Video Games and Religion
  • Language: en
  • Pages: 319

Methods for Studying Video Games and Religion

  • Type: Book
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  • Published: 2017-11-28
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  • Publisher: Routledge

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.

Digital Religion
  • Language: en
  • Pages: 308

Digital Religion

  • Type: Book
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  • Published: 2021-09-30
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  • Publisher: Routledge

This book offers a critical and systematic survey of the study of religion and digital media. It covers religious engagement with a wide range of digital media forms and highlights examples of new media engagement in all five of the major world religions. From mobile apps and video games to virtual reality and social media, the book: • provides a detailed review of major topics including ritual, identity, community, authority, and embodiment; • includes a series of engaging case studies to illustrate and elucidate the thematic explorations; • considers the theoretical, ethical, and theological issues raised. This unique volume draws together the work of experts from key disciplinary perspectives and is the go-to volume for students and scholars wanting to develop a deeper understanding of the subject area. Thoroughly updated throughout with new case studies and in-depth analysis of recent scholarship and developments, this new edition provides a comprehensive overview of this fast-paced, constantly developing, and fascinating field.

Saracens, Demons, & Jews
  • Language: en
  • Pages: 348

Saracens, Demons, & Jews

  • Categories: Art

These images, which reached a broad and socially varied audience across Western Europe, appeared in virtually all artistic media, including illuminated manuscripts, stained glass, sculpture, metalwork, and tapestry.".

The Oxford Handbook of the Study of Religion
  • Language: en
  • Pages: 881

The Oxford Handbook of the Study of Religion

The Oxford Handbook of the Study of Religions provides a comprehensive overview of the academic study of religions. Written by an international team of leading scholars, its fifty-one chapters are divided thematically into seven sections. The first section addresses five major conceptualaspects of research on religion. Part two surveys eleven main frameworks of analysis, interpretation, and explanation of religion. Reflecting recent turns in the humanities and social sciences, part three considers eight forms of the expression of religion. Part four provides a discussion of theways societies and religions, or religious organizations, are shaped by different forms of allocation of resources (...