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...

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Détails bibliographiques
Auteur principal: Geraci, Robert M. (Auteur)
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
Description
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