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  1. At the threshold into new worlds: Virtual reality game worlds beyond narratives
  2. Gaming and Grieving
    Digital Games as Means of Confronting and Coping with Death
    Published: 2020

    Abstract This paper explores structural similarities between playing a digital game and experiencing grief. The digital game Mandagon evokes a sense of loss through its game environment of grey mountainous landscapes, broken wooden scaffolds, and... more

    Index theologicus der Universitätsbibliothek Tübingen
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    Abstract This paper explores structural similarities between playing a digital game and experiencing grief. The digital game Mandagon evokes a sense of loss through its game environment of grey mountainous landscapes, broken wooden scaffolds, and Tibetan temples and prayer flags in states of disrepair. It elicits feelings of disorientation and dependency as players repeatedly fall from scaffolds but ascend by using lifts or finding air bubble streams underwater. It encompasses terrestrial, corporeal, and cosmic crossings as players move through air, land, and water, as they neither inhabit nor encounter a human body, and they cross various cosmic thresholds through the course of the game. For players struggling with grief, it validates and normalizes feelings of emptiness, loneliness, and vulnerability in the wake of death and loss.

     

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    Source: Union catalogues
    Language: English
    Media type: Article (journal)
    Format: Online
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    Parent title: Enthalten in: Journal of religion, media and digital culture; Leiden : Brill, 2012; 9(2020), 3, Seite 326-346; Online-Ressource

    Subjects: vulnerability; Tibetan Buddhism; videogames; digital games; death; grief
  3. Cardinal Gaming
    Conceptions of Religion in Dragon Age: Inquisition, Diablo III, and Dante’s Inferno
    Published: [2020]

    This article analyzes three major video game titles and their representations of religion, attempting to uncover what exactly is being taught about religion by video games and situating these findings within a broader discourse using the work of the... more

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    This article analyzes three major video game titles and their representations of religion, attempting to uncover what exactly is being taught about religion by video games and situating these findings within a broader discourse using the work of the sociologist Max Weber. Three major themes are shared between the games: rejection of religious authority, privatization of sin, and disenchantment of religion. These findings are discussed in relation to popular understandings of religion in American culture.

     

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    Source: Union catalogues
    Language: English
    Media type: Article (journal)
    Format: Online
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    Parent title: Enthalten in: Journal of religion and popular culture; Saskatoon, SK : University of Saskatchewan, 2002; 32(2020), 2, Seite 85-98; Online-Ressource

    Subjects: American religion; Dante’s Inferno; Diablo III; Dragon Age: Inquisition; digital games; neomedievalism; religion; sin; Max Weber
    Other subjects: Max Weber
  4. Decoding Fantasy Football
    a Ludic Perspective
    Published: [2019]

    Fantasy sport has risen in popularity in the last decade with the advent of web 2.0. As people from around the world watch sporting events today, the internet has become an ideal site to instantly disseminate results and achievements for avid fans... more

    Staats- und Universitätsbibliothek Bremen
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    Index theologicus der Universitätsbibliothek Tübingen
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    Fantasy sport has risen in popularity in the last decade with the advent of web 2.0. As people from around the world watch sporting events today, the internet has become an ideal site to instantly disseminate results and achievements for avid fans and followers. This paper is an attempt to position fantasy sports in the realm of game studies, drawing from the specific case of fantasy football (soccer in North America). Borrowing from and building on Roger Caillois classical game typology, this paper seeks to arrive at a nuanced understanding of both fantasy sport as a game and the experience it offers to participants. By using an ethnographic approach, based on in-depth interviews and co-playing sessions, this study closely observes participants in-game performances in the Fantasy Premier League. By stitching together information from the interviews with observation of participants approaches and preferences along with the performance of their teams, this paper identifies the key decisions and processes that a player of fantasy sport is part of. By situating fantasy sport in the ludic debate of preparation versus luck, this paper offers unique insights into the various ways that players exert effort to succeed at the game. The use of an approach that examines what players do to their fantasy teams enables this paper to examine players psyches and the interrelated elements of fandom, favoritism and loyalty. Analysis of the data offers insights in to the various practices and approaches of players as well as lays the foundation of new concepts

     

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    Source: Union catalogues
    Language: German
    Media type: Article (journal)
    Format: Online
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    Parent title: Enthalten in: Gamevironments; Bremen, 2014; 10(2019), Seite 85-116; Online-Ressource

    Subjects: Fantasy sport; digital games; engagement; fantasy football; gamified viewing; involvement
  5. Towards "a new province of humanity"
    introduction
    Published: 2016

    Introduction to the special issue 10 (2016): "Religion in Digital Games Respawned" more

    Universitätsbibliothek Heidelberg
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    HeiBIB - Die Heidelberger Universitätsbibliographie
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    Index theologicus der Universitätsbibliothek Tübingen
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    Introduction to the special issue 10 (2016): "Religion in Digital Games Respawned"

     

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    Source: Union catalogues
    Language: English
    Media type: Article (journal)
    Format: Online
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    Parent title: Enthalten in: Online - Heidelberg journal of religions on the internet; Heidelberg : Heidelberg University Publishing, 2005; 10(2016), Seite 1-5; Online-Ressource

    Subjects: digital games; religion
    Scope: 5
    Notes:

    Introduction

  6. The politics of Pokémon
    socialized gaming, religious themes and the construction of communal narratives
    Published: 2015

    Twitch Plays Pokémon presented a unique opportunity: sixty to one hundred twenty thousand players aimed to complete a single run of Pokémon: Red Version. Oppositional identities, based on differences in strategy were created, and a player-driven... more

    Universitätsbibliothek Heidelberg
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    Index theologicus der Universitätsbibliothek Tübingen
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    Twitch Plays Pokémon presented a unique opportunity: sixty to one hundred twenty thousand players aimed to complete a single run of Pokémon: Red Version. Oppositional identities, based on differences in strategy were created, and a player-driven narrative began to form, codified by specific Pokémon and items. Rather than employing a secular theme to navigate a secular space, the moment of confrontation was imbibed with religiosity.This paper seeks to account for the construction of a communal narrative, revolving around the alignment of religious themes with Pokémon through two sources: the transcript of the chat where religious identities were assigned to Pokémon; and the subreddit of the same. The framework of this paper combines threads of research on social media, seriality, anthropology of globalized phenomenon and the specifics of internet gaming and connectivity to analyze the primary sources of this phenomenon.

     

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    Source: Union catalogues
    Language: English
    Media type: Article (journal)
    Format: Online
    Other identifier:
    Parent title: In: Online - Heidelberg journal of religions on the internet; Heidelberg : Heidelberg University Publishing, 2005; 7(2015), Seite 107-138; Online-Ressource

    Subjects: competition; convergence; digital games; iconography; multitude; seriality; Twitch Plays Pokémon
    Scope: 32