Methods for Studying Video Games and Religion

Methods for Studying Video Games and Religion

Author: Vit Sisler

Publisher: Routledge

ISBN: 0367889927

Category:

Page: 222

View: 683

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.

Methods for Studying Video Games and Religion

Methods for Studying Video Games and Religion

Author: Vít Šisler

Publisher: Routledge

ISBN: 9781315518329

Category: Religion

Page: 222

View: 943

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

Digital Religion

Author: Heidi A. Campbell

Publisher: Routledge

ISBN: 9781000435016

Category: Religion

Page: 302

View: 671

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.

The Routledge Handbook of Research Methods in the Study of Religion

The Routledge Handbook of Research Methods in the Study of Religion

Author: Steven Engler

Publisher: Routledge

ISBN: 9781000472639

Category: Religion

Page: 670

View: 809

This substantially revised second edition of The Routledge Handbook of Research Methods in the Study of Religion remains the only comprehensive survey in English of methods and methodology in the discipline. Designed for non-specialists and upper undergraduate-/graduate-level students, it discusses the range of methods currently available to stimulate interest in unfamiliar methods and enable students and scholars to evaluate methodological issues in research. The Handbook comprises 39 chapters – 21 of which are new, and the rest revised for this edition. A total of 56 contributors from 10 countries cover a broad range of topics divided into three clear parts: • Methodology • Methods • Techniques The first section addresses general methodological issues: including comparison, research design, research ethics, intersectionality, and theorizing/analysis. The second addresses specific methods: including advanced computational methods, autoethnography, computational text analysis, digital ethnography, discourse analysis, experiments, field research, grounded theory, interviewing, reading images, surveys, and videography. The final section addresses specific techniques: including coding, focus groups, photo elicitation, and survey experiments. Each chapter covers practical issues and challenges, theoretical bases, and their use in the study of religion/s, illustrated by case studies. The Routledge Handbook of Research Methods in the Study of Religion is essential reading for students and researchers in the study of religion/s, as well as for those in related disciplines.

The Sacred & the Digital

The Sacred & the Digital

Author: F.G. (Frank) Bosman

Publisher: MDPI

ISBN: 9783038978305

Category: Religion

Page: 182

View: 711

Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.

Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, 2nd Edition [3 volumes]

Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, 2nd Edition [3 volumes]

Author: Mark J. P. Wolf

Publisher: ABC-CLIO

ISBN: 9781440870200

Category: Games & Activities

Page: 1288

View: 919

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. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games

Gaming and the Divine

Gaming and the Divine

Author: Frank G. Bosman

Publisher: Routledge

ISBN: 9780429018688

Category: Religion

Page: 290

View: 740

This book formulates a new theological approach to the study of religion in gaming. Video games have become one of the most important cultural artefacts 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, focussing 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 synthesising 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.

Games and Narrative: Theory and Practice

Games and Narrative: Theory and Practice

Author: Barbaros Bostan

Publisher: Springer Nature

ISBN: 9783030815387

Category: Computers

Page: 347

View: 343

This book provides an introduction and overview of the rapidly evolving topic of game narratives, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings that illustrate the nature of it. The first section deals with narrative design and theory, the second section includes social and cultural studies on game narrative, the third section focuses on new technologies and approaches for the topic, the fourth section presents practices and case studies, and the final section provides industry cases from professionals.

Digital Methodologies in the Sociology of Religion

Digital Methodologies in the Sociology of Religion

Author: Sariya Cheruvallil-Contractor

Publisher: Bloomsbury Publishing

ISBN: 9781472571182

Category: Religion

Page: 256

View: 598

This volume considers the implementation difficulties of researching religion online and reflects on the ethical dilemmas faced by sociologists of religion when using digital research methods. Bringing together established and emerging scholars, global case studies draw on the use of social media as a method for researching religious oppression, religion and identity in virtual worlds, digital communication within religious organisations, and young people's diverse expressions of faith online. Additionally, boxed tips are provided throughout the text to serve as reminders of tools that readers may use in their own research projects.

Digital Hinduism

Digital Hinduism

Author: Xenia Zeiler

Publisher: Routledge

ISBN: 9781351607322

Category: Religion

Page: 280

View: 101

Digital Religion does not simply refer to religion as it is carried out online, but more broadly studies how digital media interrelate with religious practice and belief. This collection explores Digital Hinduism and consequentially studies how Hinduism is expressed in the digital sphere and how Hindus utilise digital media. Highlighting digital Hinduism and including case studies with foci on India, Asia and the global Hindu diaspora, this book features contributions from an interdisciplinary and international panel of academics. The chapters focus on specific case studies, which in summary exemplify the wide variety and diversity of what constitutes Digital Hinduism today. Applying methods and research questions from various disciplinary backgrounds appropriate to the study of religion and digital culture, such as Religious Studies, South Asian Studies, Anthropology and Media and Communication Studies, this book is vital reading for any scholar interested in the relationship between religion and the digital world.