Fictional Practices of Spirituality I
Interactive Media
Seiten
An analysis of spirituality between real-world practices, academic concerns, and interactive digital spaces.
»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.
»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.
Leonardo Marcato is an honorary research fellow at Ca' Foscari University.
Felix Schniz is the co-founder and programme director of the master's programme Game Studies and Engineering at Universität Klagenfurt, Austria. His research focuses on experiences in virtual worlds, promenadology, genre theory, and the subjective quality of the medium videogame.
Besprochen in: https://frankgbosman.wordpress.com, 04.12.2023
Besprochen in:https://frankgbosman.wordpress.com, 04.12.2023
Erscheinungsdatum | 04.11.2023 |
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Reihe/Serie | Edition Kulturwissenschaft ; 262 |
Verlagsort | Bielefeld |
Sprache | englisch |
Maße | 155 x 240 mm |
Gewicht | 690 g |
Themenwelt | Kunst / Musik / Theater ► Design / Innenarchitektur / Mode |
Geisteswissenschaften ► Religion / Theologie | |
Sozialwissenschaften ► Kommunikation / Medien ► Medienwissenschaft | |
Schlagworte | Computer Games • Digital Media • Experience • Game Design • interactive fiction • media • Media Studies • popular culture • Religion • Religious Studies • Spirituality • videogames |
ISBN-10 | 3-8376-6192-X / 383766192X |
ISBN-13 | 978-3-8376-6192-7 / 9783837661927 |
Zustand | Neuware |
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