Anonymous, 23 Nov 2017
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keyword: video games

New Book: Digital Culture and Religion in Asia

This book critically analyses the functions and interconnectedness between religion and digital media in a range of East Asian countries. It discusses both how religious organizations make use of new technologies, and also explores how new technologies are reshaping religion in novel and interesting ways. Based on extensive research, the book focuses in particular on Christianity in South Korea, Neo-Shintoism in Japan, Falun Gong in China and Islam in Southeast Asia. Offering a comparative perspective on a broad range of media practices including video gaming, virtual worship, social networking and online testimonials, the book also investigates the idea that use of technology in itself mirrors religious practices.

New Issue of the Journal of Media and Religion

Journal of Media and Religion released its new issue (Vol. 14, Issue 1, 2015). The issue looks at the media's role in silencing religious dialogue among U.S. Muslims, and other topics.

Book: Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life

The 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. The author argues that World of Warcraft and Second Life are virtually sacred because they do religious work.

Book: Media Evolution on the Eve of the Arab Spring

The book offers unparalleled insight into the communication environment that preceded the political and societal ruptures that shook the Arab world 2010-2011. Examining the role of competing publics, the state's ability to construct meaning, and social and political change in the region, the book unsettles oversimplifications of much of the existing literature and examine numerous precipitating conditions, including, political stagnation, civil engagement, new media, rural and urban divides, Islamist blogospheres, video games, Turkish and Syrian dramas, mediated diplomacy, and diaspora.

Video Games and Religion: Methods and Approaches

Routledge Studies in Religion and Digital Culture
Editors: Vit Sisler (Charles University in Prague) Kerstin Radde-Antweiler (University of Bremen) Xenia Zeiler (University of Helsinki)
Vit Sisler
methodology, game studies, video games, study of religion, religion online, virtual worlds
vit.sisler@ff.cuni.cz
Jan 15, 2015

Book: Religion, Media, and Social Change

The book explores the correlation between the study of religion, media, and popular culture and broader sociological theorizing on religious change. Contributions devote serious attention to broadly-defined media including technologies, institutions, and social and cultural environments, as well as mass-mediated popular culture such as film, music, television, and computer games. This interdisciplinary collection addresses important theoretical and methodological questions by connecting the study of media and popular culture to current perspectives, approaches, and discussions in the broader sociological study of religion.

New Book: Playing with Religion in Digital Games

The book 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?
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