"Digital Religion refers to the contemporary practice and understanding that religion takes place in both online and offline contexts, and how these contexts intersect with each other. Scholars in this growing field of Digital Religion studies recognize that religion has been influenced by its engag
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ement with computer-mediated digital spaces, including not only the Internet, but other emerging technologies, such as mobile phones, digital wearables, virtual reality, and artificial intelligence. The Oxford Handbook of Digital Religion provides a comprehensive overview of religion as seen and performed through various platforms and cultural spaces created by digital technology. The text covers religious interaction with a wide range of digital media forms (including social media, websites, gaming environments, virtual and augmented realities, and artificial intelligence) and highlights examples of technological engagement and negotiation within the major world religions (i.e., Buddhism, Christianity, Hinduism, Islam, and Judaism). Additional sections cover the global manifestations of religious community, identity, ethics, and authority, with a final group of chapters addressing emerging technologies and the future of the field." (Publisher description)
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"Young people in the West are more likely to encounter religion in videogames than in places of worship like churches, mosques or temples. Lars de Wildt interviews developers and players of games such as Assassin’s Creed to find out how and why the Pop Theology of Videogames is so appealing to mod
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ern audiences. Based on extensive fieldwork, this book argues that developers of videogames and their players engage in a ‘Pop Theology’ through which laymen reconsider traditional questions of religion by playing with them. Games allow us to play with religious questions and identities in the same way that children play at being a soldier, or choose to ‘play house.’ This requires a radical rethinking of religious questions as no longer just questions of belief or disbelief; but as truths to be tried on, compared, and discarded at will." (Publisher description)
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"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
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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 [...] 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." (Publisher description)
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"Die Beiträge des umfangreichen Handbuchs sondieren die verschiedenen Facetten und Bedeutungen der digitalen Revolution: die Kultur der Digitalität (Ethik, Ästhetik, öffentlicher Raum, Gesellschaftspolitik), die theologisch-anthropologische Dimension (Personsein, Identität, Menschenbild, existe
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nzielle Fragen), die ekklesiale Dimension (Sozialförmigkeiten; Virtualität und Realität, religiöse Sozialisation, Predigt und Digitalität, digitale Kirchenentwicklung), die Gottesrede (Digitalität und Allmachtsphantasien, Leiblichkeit und Digitalität, Gottesrede und digitaler Kommunikation) sowie medienethische Einordnungen (Maschinenethik, Medienpolitik, Identität und Integrität)." (Verlagsbeschreibung)
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"A tese parte da constatação de que existem componentes do sagrado que podem determinar ou não as narrativas dos jogos eletrônicos, para investigar os elementos religiosos presentes nos operadores audiovisuais dos games, a partir dos referenciais teóricos da transdiciplinaridade-complexidade e
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dos arquétipos da psicologia analítica. A metodologia de pesquisa consiste na análise formal dos games, uma abordagem qualitativa na perspectiva ingame intitulada “gametnografia”, na qual o pesquisador/jogador realiza a pesquisa e análise dos componentes religiosos no próprio ato de jogar com o referencial de amostragem dos jogos digitais. Tais componentes são recorrentes, especialmente nos jogos de RPG, e despertam energias arquetípicas do sagrado no jogador. Esta tese doutoral, portanto, procura revisar o conceito de “sagrado” nos videogames, propor uma criteriologia para o estudo do fenômeno religioso nos jogos digitais e apontar caminhos para o Ensino Religioso na cultura digital." (Resumo)
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"Arguing that popular digital platforms promote misguided assumptions about ethics and technology, this book lays out a new perspective on the relation between technological capacities and human virtue. The authors criticize the “digital catechism” of technological idolatry arising from the insu
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lar, elite culture of Silicon Valley. In order to develop digital platforms that promote human freedom and socio-economic equality, they outline a set of five “proverbs” for living responsibly in the digital world: (1) information is not wisdom; (2) transparency is not authenticity; (3) convergence is not integrity; (4) processing is not judgment; and (5) storage is not memory. Each chapter ends with a simple exercise to help users break through the habitual modes of thinking that our favorite digital applications promote. Drawing from technical and policy experts, it offers corrective strategies to address the structural and ideological biases of current platform architectures, algorithms, user policies, and advertising models." (Back cover)
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"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
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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'?" (Publisher description)
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"Digital Religion offers a critical and systematic survey of the study of religion and new media. It covers religious engagement with a wide range of new media forms and highlights examples of new media engagement in all five of the major world religions. From cell phones and video games to blogs an
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d Second Life, the book provides a detailed review of major topics; includes a series of case studies to illustrate and elucidate the thematic explorations; considers the theoretical, ethical and theological issues raised." (Publisher description)
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"Religion Online provides an accessible and comprehensive introduction to this burgeoning new religious reality, from cyberpilgrimages to neo-pagan chatroom communities. A substantial introduction by the editors presenting the main themes and issues is followed by sixteen chapters addressing core is
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sues of concern such as youth, religion and the internet, new religious movements and recruitment, propaganda and the countercult, and religious tradition and innovation." (Publisher description)
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"This is the first book to bring together many aspects of the interplay between religion, media and culture from around the world in a single comprehensive study. Leading international scholars provide the most up-to-date findings in their fields, and in a readable and accessible way. Some of the to
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pics covered include religion in the media age, popular broadcasting, communication theology, popular piety, film and religion, myth and ritual in cyberspace, music and religion, communication ethics, and the nature of truth in media saturated cultures." (Publisher description)
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"Die Beiträge dieses Bandes suchen einen interdisziplinären Zugang zum Verhältnis von Fernsehen und Religion. Aus verschiedenen Fachperspektiven setzen sie sich mit der Frage auseinander, ob das Fernsehen Kommunikationsformen und Funktionen der Religion übernommen hat." (Verlagsbeschreibung)