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...
Otros Autores: | , |
---|---|
Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Bielefeld :
transcript Verlag
[2023]
|
Edición: | 1st ed |
Colección: | Edition Kulturwissenschaft Series
|
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