Fictional Practices of Spirituality I Interactive Media

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 videogames...

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Detalles Bibliográficos
Otros Autores: Marcato, Leonardo, editor (editor), Schniz, Felix, editor
Formato: Libro electrónico
Idioma:Inglés
Publicado: Bielefeld : transcript Verlag [2023]
Colección:Edition Kulturwissenschaft ; 262
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009784534006719
Tabla de Contenidos:
  • Frontmatter
  • Contents
  • Introduction
  • Part I - Role- Play and Spirituality
  • The Epiphany Experiment
  • Play to Find Yourself
  • The Hunter Will Take You
  • Part IIa - Practice: Game Design
  • Conjuring The Witch's Way
  • Practicing Dying
  • Part IIb - Practice: Research
  • Exploring Applications of Videogame Magic through Tumblr's Pop Culture Witchcraft
  • Where the Magic is
  • Part IIIa -Videogames: Experience
  • I Believe in Videogames
  • Fittingly Violent
  • Part IIIb - Videogames: Perspective
  • Spes Ultracombinatoria
  • Sacred Places and Spatial Design in Fantasy- themed Isometric cRPGs
  • Franchised Esotericism
  • Part IIIc - Videogames: From the East
  • Ex Anankes
  • "At the Same Time ... Both Truth and Fiction"
  • Religion and Spirituality in NieR: Automata
  • Part IIId - Videogames: The Case Study of Dragon Age
  • Negotiating Spiritual Uncertainty through the Lens of Videogames
  • Religion According to Bioware
  • Light, Blood, Stone, and Order
  • Part IV - Concluding thoughts
  • Unlocking the Spiritual Potential of Games