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Long Strange Journey presents the first critical analysis of visual objects and discourses that animate Zen art modernism and its legacies, with particular emphasis on the postwar “Zen boom.” Since the late nineteenth century, Zen and Zen art have emerged as globally familiar terms associated with a spectrum of practices, beliefs, works of visual art, aesthetic concepts, commercial products, and modes of self-fashioning. They have also been at the center of fiery public disputes that have erupted along national, denominational, racial-ethnic, class, and intellectual lines. Neither stable nor strictly a matter of euphoric religious or intercultural exchange, Zen and Zen art are best appro...
This book provides a clear and comprehensive introduction to the past, present, and future direction of death rituals and deathcare systems within Japan. As Japan heads toward a precarious future shaped by its super-ageing society, secularisation, and economic stagnation, the socioreligious structures that once organised death and funeral practice are becoming increasingly unstable. In their place, new social structures, technologies, and rituals for the farewell of the dead, handling of cremains, and commemoration of the ancestors have begun to emerge. The work is informed by the authors’ extensive research within Japan’s funeral, cemetery, and memorialisation sectors and the latest Japanese data sources and academic publications, many of which are not currently available in English. Providing readily accessible and contextualising information, this book will be an essential reference for graduate students and academics, as well as international policymakers and deathcare practitioners.
In Reimagining Zen in a Secular Age André van der Braak uses Charles Taylor’s A Secular Age to describe the encounter between Japanese Zen Buddhism and Western modernity. He proposes how Dōgen’s thought offers resources for a reimagining of Zen.
»Fictional Practices of Spirituality« provides critical insight into the implementation of belief, mysticism, religion, and spirituality into worlds of fiction, be it interactive or non-interactive. This first volume focuses on interactive, virtual worlds - may that be the digital realms of video games and VR applications or the imaginary spaces of life action role-playing and soul-searching practices. It features analyses of spirituality as gameplay facilitator, sacred spaces and architecture in video game geography, religion in video games and spiritual acts and their dramaturgic function in video games, tabletop, or LARP, among other topics. The contributors offer a first-time ever comprehensive overview of play-rites as spiritual incentives and playful spirituality in various medial incarnations.
Offers the most comprehensive analysis and discussion of medievalist computer games to date. Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. This book explores the distinct nature of...
The Oxford Handbook of American Buddhism offers the most comprehensive and up-to-date scholarship available on Buddhism in America. It charts the history and diversity of Buddhist communities, including traditions and communities that have been previously neglected, and looks at the ways in which Buddhist practices such as mindfulness meditation have been adopted in non-Buddhist settings.
Through an ethnographic study inside Japan’s Buddhist goods industry, this book establishes a method for understanding change in death ritual through attention to the dynamic lifecourse of necromaterials. Deep in the Fukuyama mountainside, “the grave of the graves” (o-haka no haka) houses acres of unwanted headstones—the material remains of Japan’s discarded death rites. In the past, the Japanese dead became venerated ancestors through sustained ritual offerings at graves and at butsudan, Buddhist altars installed inside the home. But in twenty-first-century Japan, this intergenerational system of care is rapidly collapsing. In noisy carpentry studios, flashy funeral-goods showroom...
This follow up to Dogen: Textual and Historical Studies (OUP 2012) explores diverse aspects of the life and teachings of Zen master Dogen, the founder of the Soto Zen sect (Sotoshu) in early Kamakura-era Japan.
Video games are a relative late arrival on the cultural stage. While the academic discipline of game studies has evolved quickly since the nineties of the last century, the academia is only beginning to grasp the intellectual, philosophical, aesthetical, and existential potency of the new medium. The same applies to the question whether video games are (or are not) art in and on themselves. Based on the Communication-Oriented Analysis, the authors assess the plausibility of games-as-art and define the domains associted with this question.
Mindfulness, yoga, Tantra, Zen, martial arts, karma, feng shui, Ayurveda. Eastern ideas and practices associated with Asian religions and spirituality have been accommodated to a global setting as both a spiritual/religious and a broader cultural phenomenon. ‘Eastern spirituality’ is present in organized religions, the spiritual New Age market, arts, literature, media, therapy, and health care but also in public institutions such as schools and prisons. Eastspirit: Transnational Spirituality and Religious Circulation in East and West describes and analyses such concepts, practices and traditions in their new ‘Western’ and global contexts as well as in their transformed expressions and reappropriations in religious traditions and individualized spiritualities ‘back in the East’ within the framework of mutual interaction and circulation, regionally and globally.