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...
| Corporate Author: | |
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| Other Authors: | , |
| Format: | eBook |
| Language: | English |
| Language Notes: | In English. |
| Published: |
Bielefeld :
transcript Verlag,
[2023]
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| Series: | Edition Kulturwissenschaft ;
262 |
| Subjects: | |
| Online Access: | Connect to the full text of this electronic book |
Table of Contents:
- 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