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Virtually Sacred
  • Language: en
  • Pages: 369

Virtually Sacred

Robert Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with communities, a meaningful experience of history and human activity, and a sense of transcendence.

End-Game
  • Language: en
  • Pages: 331

End-Game

Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.

The Sacred in Fantastic Fandom
  • Language: en
  • Pages: 210

The Sacred in Fantastic Fandom

  • Type: Book
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  • Published: 2019-04-23
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  • Publisher: McFarland

To the casual observer, similarities between fan communities and religious believers are difficult to find. Religion is traditional, institutional, and serious; whereas fandom is contemporary, individualistic, and fun. Can the robes of nuns and priests be compared to cosplay outfits of Jedi Knights and anime characters? Can travelling to fan conventions be understood as pilgrimages to the shrines of saints? These new essays investigate fan activities connected to books, film, and online games, such as Harry Potter-themed weddings, using The Hobbit as a sacred text, and taking on heroic roles in World of Warcraft. Young Muslim women cosplayers are brought into conversation with Chaos magicians who use pop culture tropes and characters. A range of canonical texts, such as Supernatural, Buffy the Vampire Slayer, and Sherlock--are examined in terms of the pleasure and enchantment of repeated viewing. Popular culture is revealed to be a fertile source of religious and spiritual creativity in the contemporary world.

Exploring Animal Crossing
  • Language: en
  • Pages: 144

Exploring Animal Crossing

  • Categories: Law
  • Type: Book
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  • Published: 2024-06-11
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  • Publisher: Anthem Press

Animal Crossing is an innovative virtual world with a global audience beyond traditional online gamers. The book is the first major study, offering an interdisciplinary exploration of copyright and other laws, user creativity and sociability, psychology, the virtual world’s economic and technological basis, uptake during COVID-19, gamification of offline brands, relationships with past/contemporary computer games, and Animal Crossing as an example of the Japanification of online popular culture. The book provides insights for students, researchers and non-specialist readers.

Breezy
  • Language: en

Breezy

  • Type: Book
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  • Published: 2022-02-16
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  • Publisher: Unknown

None

Game of Stars (Kiranmala and the Kingdom Beyond #2)
  • Language: en
  • Pages: 263

Game of Stars (Kiranmala and the Kingdom Beyond #2)

Saving the multiverse is no game in this New York Times bestseller! When the Demon Queen shows up in her bedroom, smelling of acid and surrounded by evil-looking bees, twelve-year-old Kiranmala is uninterested. After all, it's been weeks since she last heard from her friends in the Kingdom Beyond, the alternate dimension where she was born as an Indian princess. But after a call to action over an interdimensional television station and a visit with some all-seeing birds, Kiran decides that she has to once again return to her homeland, where society is fraying, a terrible game show reigns supreme, and friends and foes alike are in danger. Everyone is running scared or imprisoned following the enactment of sudden and unfair rules of law.However, things are a lot less clear than the last time she was in the Kingdom Beyond. Kiran must once again solve riddles and battle her evil Serpent King father -- all while figuring out who her true friends are, and what it really means to be a hero.

Futures of Artificial Intelligence
  • Language: en
  • Pages: 292

Futures of Artificial Intelligence

Twenty-first century life is increasingly governed by artificial intelligence (AI) technologies such as machine learning, big data analysis, facial recognition, and robotics. For decades, an ideology of apocalyptic progress and cosmic transformation has accompanied the advancement of AI in the United States; that vision is intimately connected to transhumanism, the idea that humanity can transcend its limits, even mortality, using technology. Based on contributions from science and science fiction, advocates of such apocalyptic AI suggest that the world will soon see godlike machine intelligence and that human beings will upload their minds into immortal machine bodies. The arrival of this i...

Apocalyptic AI
  • Language: en
  • Pages: 246

Apocalyptic AI

Apocalyptic AI, the hope that we might one day upload our minds into machines and live forever in cyberspace, is a surprisingly wide-spread and influential idea. Robert Geraci points out that the rhetoric of 'Apocalyptic AI' is strikingly similar to that of the apocalyptic traditions of Judaism and Christianity.

Temples of Modernity
  • Language: en
  • Pages: 243

Temples of Modernity

Temples of Modernity uses ethnographic data to investigate the presence of religious ideas and practices in Indian science and engineering. Geraci shows 1) how the integration of religion, science and technology undergirds pre- and post-independence Indian nationalism, 2) that traditional icons and rituals remain relevant in elite scientific communities, and 3) that transhumanist ideas now percolate within Indian visions of science and technology. This work identifies the intersection of religion, science, and technology as a worldwide phenomenon and suggests that the study of such interactions should be enriched through attention to the real experiences of people across the globe.