Virtually sacred: myth and meaning in World of Warcraft and Second Life
Video games and virtual worlds can rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using 'World of Warcraft' and 'Second Life' as case studies, this book shows that many residents now use virtual worlds...
Auteur principal: | |
---|---|
Type de support: | Électronique Livre |
Langue: | Anglais |
Service de livraison Subito: | Commander maintenant. |
Vérifier la disponibilité: | HBZ Gateway |
Fernleihe: | Fernleihe für die Fachinformationsdienste |
Publié: |
Oxford
Oxford University Press
2014
|
Dans: | Année: 2014 |
Sujets / Chaînes de mots-clés standardisés: | B
Réalité virtuelle
/ Jeu vidéo
/ Le sacré
B World of Warcraft / Second Life |
Sujets non-standardisés: | B
Virtual Reality
Religious aspects
B Virtual reality ; Religious aspects |
Accès en ligne: |
Table des matières Quatrième de couverture Volltext (Verlag) |
Édition parallèle: | Non-électronique
|
Résumé: | Video games and virtual worlds can rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using 'World of Warcraft' and 'Second Life' as case studies, this book shows that many residents now use virtual worlds to reimagine their traditions and work to restore them to 'authentic' sanctity or replace religious institutions with virtual world communities that provide meaning and purpose to human life. |
---|---|
ISBN: | 0199374732 |
Persistent identifiers: | DOI: 10.1093/acprof:oso/9780199344697.001.0001 |