Anonymous, 23 May 2013
Research on Middle East, Islam and digital media
keyword: Christianity
Samson A. Bezabeh, Mythical Roots, Phantasmic Realities and Transnational Migrants: Yemenis Across the Gulf of Aden, CyberOrient, Vol. 6, Iss. 2, 2012
CyberOrient

New Book: Digital Religion: Understanding Religious Practice in New Media Worlds

The book 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 and Second Life, the book considers the theoretical, ethical and theological issues raised.

New Book: Apocalyptic AI: Visions of Heaven in Robotics, Artificial Intelligence, and Virtual Reality

Drawing on interviews with roboticists and AI researchers and with devotees of the online game Second Life, among others, the author illuminates the ideas of such advocates of Apocalyptic AI as Hans Moravec and Ray Kurzweil. He reveals that the rhetoric of Apocalyptic AI is strikingly similar to that of the apocalyptic traditions of Judaism and Christianity. In both systems, the believer is trapped in a dualistic universe and expects a resolution in which he or she will be translated to a transcendent new world and live forever in a glorified new body.

Book: Sectarian Conflict in Egypt: Coptic Media, Identity and Representation

This book examines the escalation in religious violence in Egypt since 2005 and the public discourses behind it, revealing some of the complex negotiations that lie behind contestations of citizenship, Muslim-Christian relations and national unity. Focusing on Egypt’s largest religious minority group, the Coptic Orthodox Christians, the book explores how national, ethnic and religious expressions of identity are interwoven in the narratives and usage of the press and Internet.

New Book: Digital Religion, Social Media and Culture: Perspectives, Practices and Futures

This anthology collects some of the most current research and reflection on the complex interactions between religion and computer-mediated communication (CMC). The contributions cohere around the central question: how will core religious understandings of identity, community and authority shape and be (re)shaped by the communicative possibilities of Web 2.0? The authors gathered here address these questions in three distinct ways: through contemporary empirical research on how diverse traditions across the globe seek to take up the technologies and affordances of contemporary CMC; through investigations that place these contemporary developments in larger historical and theological contexts; and through careful reflection on the theoretical dimensions of research on religion and CMC.

When Religion Meets New Media

This lively book focuses on how different Jewish, Muslim, and Christian communities engage with new media. Rather than simply reject or accept new media, religious communities negotiate complex relationships with these technologies in light of their history and beliefs. Heidi Campbell suggests a method for studying these processes she calls the "religious-social shaping of technology" and students are asked to consider four key areas: religious tradition and history; contemporary community values and priorities; negotiation and innovating technology in light of the community; communal discourses applied to justify use.

Halos and Avatars: Playing Video Games With God

Craig Detweiler's collection of up-to-the-minute essays on video games' theological themes is an engaging and provocative book for gamers, parents, pastors, media scholars, and theologians--virtually anyone who has dared to consider the ramifications of modern society's obsession with video games and online media.

When Religion and Games Intersect

While the video game industry is usually willing to court controversy when the potential payoff is worth it, concepts of spirituality and faith have generally been avoided by both developers and publishers. In fact, religion seems to be such a taboo subject to include in video games that the only type of faith that really appears in titles here in the US is Christianity. Even then, the subject is often poorly addressed in games that are themselves poorly made. But why is it that religious content is so sparse in the realm of video games? The reasons are largely based on contention between religious and industry leaders, as well as the fact that you'll rarely find a topic as personal as faith.
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