
Fictional Practices of Spirituality I
Interactive Media
- 400 pages
- English
- PDF
- Available on iOS & Android
Fictional Practices of Spirituality I
Interactive Media
About this book
»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 video games and VR applications or the imaginary spaces of life action role-playing and soul-searching practices. It features analyses of spirituality as gameplay facilitator, sacred spaces and architecture in video game geography, religion in video games and spiritual acts and their dramaturgic function in video games, tabletop, or LARP, among other topics. The contributors offer a first-time ever comprehensive overview of play-rites as spiritual incentives and playful spirituality in various medial incarnations.
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Information
Table of contents
- Cover
- Contents
- Introduction
- Part I – Role‐Play and Spirituality
- Part IIa ‐ Practice: Game Design
- Part IIb – Practice: Research
- Part IIIa ‐ Videogames: Experience
- Part IIIb – Videogames: Perspective
- Part IIIc – Videogames: From the East
- PartIIId – Videogames: The Case Study of Dragon Age
- Part IV – Concluding thoughts