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Halos and Avatars

Halos and Avatars PDF Author: Craig Detweiler
Publisher: Westminster John Knox Press
ISBN: 1611640040
Category : Religion
Languages : en
Pages : 224

Book Description
Craig Detweiler's collection of up-to-the-minute essays on video games' theological themes (and yes, they do exist!) is an engaging and provocative book for gamers, parents, pastors, media scholars, and theologians--virtually anyone who has dared to consider the ramifications of modern society's obsession with video games and online media. Together, these essays take on an exploding genre in popular culture and interpret it through a refreshing and enlightening philosophical lens.

Halos and Avatars

Halos and Avatars PDF Author: Craig Detweiler
Publisher: Westminster John Knox Press
ISBN: 1611640040
Category : Religion
Languages : en
Pages : 224

Book Description
Craig Detweiler's collection of up-to-the-minute essays on video games' theological themes (and yes, they do exist!) is an engaging and provocative book for gamers, parents, pastors, media scholars, and theologians--virtually anyone who has dared to consider the ramifications of modern society's obsession with video games and online media. Together, these essays take on an exploding genre in popular culture and interpret it through a refreshing and enlightening philosophical lens.

Evangelical Christians and Popular Culture

Evangelical Christians and Popular Culture PDF Author: Robert H. Woods Jr.
Publisher: Bloomsbury Publishing USA
ISBN: 0313386552
Category : Social Science
Languages : en
Pages : 1097

Book Description
This three-volume collection demonstrates the depth and breadth of evangelical Christians' consumption, critique, and creation of popular culture, and how evangelical Christians are both influenced by—and influence—mainstream popular culture, covering comic books to movies to social media. Evangelical Christians and Popular Culture: Pop Goes the Gospel addresses the full spectrum of evangelical media and popular culture offerings, even delving into lesser-known forms of evangelical popular culture such as comic books, video games, and theme parks. The chapters in this 3-volume work are written by over 50 authors who specialize in fields as diverse as history, theology, music, psychology, journalism, film and television studies, advertising, and public relations. Volume 1 examines film, radio and television, and the Internet; Volume 2 covers literature, music, popular art, and merchandise; and Volume 3 discusses public figures, popular press, places, and events. The work is intended for a scholarly audience but presents material in a student-friendly, accessible manner. Evangelical insiders will receive a fresh look at the wide variety of evangelical popular culture offerings, many of which will be unknown, while non-evangelical readers will benefit from a comprehensive introduction to the subject matter.

Cultural Perspectives of Video Games: From Desiger to Player

Cultural Perspectives of Video Games: From Desiger to Player PDF Author:
Publisher: BRILL
ISBN: 1848881614
Category : Social Science
Languages : en
Pages : 207

Book Description
Understanding that video games are a fundamentally human creation, in this volume international scholars, designers, developers, and most importantly gamers, share with us their common connection though video game culture.

Perspectives on Children’s Spirituality in Diverse and Changing Contexts

Perspectives on Children’s Spirituality in Diverse and Changing Contexts PDF Author: John Chi-Kin Lee
Publisher: Taylor & Francis
ISBN: 104009483X
Category : Religion
Languages : en
Pages : 147

Book Description
This book offers multidisciplinary and inclusive perspectives on children and young people’s spirituality and its research in diverse socio-cultural contexts. It brings together a collection of select research articles that were published over a period of nearly two decades (2003-2021) in the International Journal of Children’s Spirituality (IJCS), to celebrate the journal’s 25th anniversary. Featuring contributions by leading international scholars from U.K., U.S., Canada, Finland, Australia, Hong Kong, and China, this edited volume focuses on different and complementary perspectives on children’s spirituality in diverse and changing contexts. Chapters cover topics such as: the study of children’s spirituality as a natural form of human awareness; a proposed pluricultural approach; the potential contributions of psychoanalytic tradition and cognitive psychology; possible influences of tradition(s), multidisciplinarity and perceptions on understanding children’s spiritual experiences; Christian perspectives on children’s spirituality in relation to living and dying in Quebec, Canada; Finnish pre‐adolescents’ perceptions of religion and spirituality; using technology, specifically tablets, as a component for understanding children’s spirituality; and cyber spirituality. This volume will be an invaluable resource for researchers and postgraduate students majoring in education studies, life, and moral and spiritual education and those majoring in psychology and religious studies.

iPod, YouTube, Wii Play

iPod, YouTube, Wii Play PDF Author: D. Brent Laytham
Publisher: Wipf and Stock Publishers
ISBN: 1556355092
Category : Religion
Languages : en
Pages : 220

Book Description
Should Christians w00t or wail about the scope and power of modern entertainment? Maybe both. But first, Christians should think theologically about our human passion to be enteprtained as it relates to the popular culture that entertains us. Avoiding the one-size-fits-all celebrations and condemnations that characterize the current fad of pop culture analyses, this book engages entertainments case by case, uncovering the imaginative patterns and shaping power of our amusements. Individual chapters weave together analyses of entertainment forms, formats, technologies, trends, contents, and audiences to display entertainment as a multifaceted formational ecology.

Virtually Sacred

Virtually Sacred PDF Author: Robert M. Geraci
Publisher: Oxford University Press
ISBN: 0199379971
Category : Religion
Languages : en
Pages : 352

Book Description
Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to "authentic" sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are "virtually sacred" because they do religious work. They often do such work without regard for-and frequently in conflict with-traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.

Playing with Religion in Digital Games

Playing with Religion in Digital Games PDF Author: Heidi A. Campbell
Publisher: Indiana University Press
ISBN: 0253012635
Category : Games & Activities
Languages : en
Pages : 304

Book Description
Shaman, paragon, God-mode: modern video games are heavily coded with religious undertones. From the Shinto-inspired Japanese video game Okami to the internationally popular The Legend of Zelda and Halo, many video games rely on religious themes and symbols to drive the narrative and frame the storyline. Playing with Religion in Digital Games explores the increasingly complex relationship between gaming and global religious practices. For example, how does religion help organize the communities in MMORPGs such as World of Warcraft? What role has censorship played in localizing games like Actraiser in the western world? How do evangelical Christians react to violence, gore, and sexuality in some of the most popular games such as Mass Effect or Grand Theft Auto? With contributions by scholars and gamers from all over the world, this collection offers a unique perspective to the intersections of religion and the virtual world.

Video Games as Art

Video Games as Art PDF Author: Frank G. Bosman
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110731010
Category : History
Languages : en
Pages : 124

Book Description
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.

Don't Stop Believin'

Don't Stop Believin' PDF Author: Robert K. Johnston
Publisher: Westminster John Knox Press
ISBN: 0664235050
Category : Religion
Languages : en
Pages : 241

Book Description
Arranged chronologically from 1950 to the present, this accessible work explores the theological themes in 101 well-established figures and trends from film, television, video games, music, sports, art, fashion, and literature.

Encyclopedia of Video Games [2 volumes]

Encyclopedia of Video Games [2 volumes] PDF Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN: 0313379378
Category : Social Science
Languages : en
Pages : 788

Book Description
This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.