A Sense of Presence: Mediating an American Apocalypse

Here I build upon Robert Orsi’s work by arguing that we can see presence—and the longing for it—at work beyond the obvious spaces of religious practice. Presence, I propose, is alive and well in mediated apocalypticism, in the intense imagination of the future that preoccupies those who consume its...

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Bibliographic Details
Main Author: Wagner, Rachel (Author)
Format: Electronic Article
Language:English
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Published: MDPI [2021]
In: Religions
Year: 2021, Volume: 12, Issue: 1
Further subjects:B larp
B Fandom
B Apocalypticism
B Cowboys
B West
B Video Games
B pervasive games
B Orsi
B Enchantment
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Summary:Here I build upon Robert Orsi’s work by arguing that we can see presence—and the longing for it—at work beyond the obvious spaces of religious practice. Presence, I propose, is alive and well in mediated apocalypticism, in the intense imagination of the future that preoccupies those who consume its narratives in film, games, and role plays. Presence is a way of bringing worlds beyond into tangible form, of touching them and letting them touch you. It is, in this sense, that Michael Hoelzl and Graham Ward observe the “re-emergence” of religion with a “new visibility” that is much more than “simple re-emergence of something that has been in decline in the past but is now manifesting itself once more.” I propose that the “new awareness of religion” they posit includes the mediated worlds that enchant and empower us via deeply immersive fandoms. Whereas religious institutions today may be suspicious of presence, it lives on in the thick of media fandoms and their material manifestations, especially those forms that make ultimate promises about the world to come.
ISSN:2077-1444
Contains:Enthalten in: Religions
Persistent identifiers:DOI: 10.3390/rel12010059