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Video games are a relative late arrival on the cultural stage.
While the academic discipline of game studies has evolved quickly
since the nineties of the last century, the academia is only
beginning to grasp the intellectual, philosophical, aesthetical,
and existential potency of the new medium. The same applies to the
question whether video games are (or are not) art in and on
themselves. Based on the Communication-Oriented Analysis, the
authors assess the plausibility of games-as-art and define the
domains associted with this question.
This book formulates a new theological approach to the study of
religion in gaming. Video games have become one of the most
important cultural artifacts of modern society, both as mediators
of cultural, social, and religious values and in terms of
commercial success. This has led to a significant increase in the
critical analysis of this relatively new medium, but theology as an
academic discipline is noticeably behind the other humanities on
this subject. The book first covers the fundamentals of cultural
theology and video games. It then moves on to set out a Christian
systematic theology of gaming, focusing on creational theology,
Christology, anthropology, evil, moral theology, and thanatology.
Each chapter introduces case studies from video games connected to
the specific theme. In contrast to many studies which focus on
online multiplayer games, the examples considered are largely
single player games with distinct narratives and 'end of game'
moments. The book concludes by synthesizing these themes into a new
theology of video games. This study addresses a significant aspect
of contemporary society that has yet to be discussed in any depth
by theologians. It is, therefore, a fantastic resource for any
scholar engaging with the religious aspects of digital and popular
culture.
This book formulates a new theological approach to the study of
religion in gaming. Video games have become one of the most
important cultural artifacts of modern society, both as mediators
of cultural, social, and religious values and in terms of
commercial success. This has led to a significant increase in the
critical analysis of this relatively new medium, but theology as an
academic discipline is noticeably behind the other humanities on
this subject. The book first covers the fundamentals of cultural
theology and video games. It then moves on to set out a Christian
systematic theology of gaming, focusing on creational theology,
Christology, anthropology, evil, moral theology, and thanatology.
Each chapter introduces case studies from video games connected to
the specific theme. In contrast to many studies which focus on
online multiplayer games, the examples considered are largely
single player games with distinct narratives and 'end of game'
moments. The book concludes by synthesizing these themes into a new
theology of video games. This study addresses a significant aspect
of contemporary society that has yet to be discussed in any depth
by theologians. It is, therefore, a fantastic resource for any
scholar engaging with the religious aspects of digital and popular
culture.
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