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The Routledge Handbook of Religion and Journalism is an outstanding
reference source to the key topics, challenges, past and present
global issues and debates in this exciting subject. The first
collection of its kind, this volume comprises over 25 chapters by a
team of international contributors. This Handbook is divided into
five parts, each taking global developments in the field into
account: Theoretical Reflections Power and Authority Conflict,
Radicalization and Populism Dialogue and Peacebuilding Trends
Within these sections, central issues, debates and developments are
examined, including religious and secular press; ethics;
globalization; gender; datafication; differentiation; journalistic
religious literacy; race and religious extremism. This volume is
essential reading for students and researchers in journalism and
religious studies. This Handbook will also be very useful for those
in related fields, such as sociology, communication studies, media
studies and area studies.
Digital Religion does not simply refer to religion as it is carried
out online, but more broadly studies how digital media interrelate
with religious practice and belief. This collection explores
Digital Hinduism and consequentially studies how Hinduism is
expressed in the digital sphere and how Hindus utilise digital
media. Highlighting digital Hinduism and including case studies
with foci on India, Asia and the global Hindu diaspora, this book
features contributions from an interdisciplinary and international
panel of academics. The chapters focus on specific case studies,
which in summary exemplify the wide variety and diversity of what
constitutes Digital Hinduism today. Applying methods and research
questions from various disciplinary backgrounds appropriate to the
study of religion and digital culture, such as Religious Studies,
South Asian Studies, Anthropology and Media and Communication
Studies, this book is vital reading for any scholar interested in
the relationship between religion and the digital world.
The Routledge Handbook of Religion and Journalism is an outstanding
reference source to the key topics, challenges, past and present
global issues and debates in this exciting subject. The first
collection of its kind, this volume comprises over 25 chapters by a
team of international contributors. This Handbook is divided into
five parts, each taking global developments in the field into
account: Theoretical Reflections Power and Authority Conflict,
Radicalization and Populism Dialogue and Peacebuilding Trends
Within these sections, central issues, debates and developments are
examined, including religious and secular press; ethics;
globalization; gender; datafication; differentiation; journalistic
religious literacy; race and religious extremism. This volume is
essential reading for students and researchers in journalism and
religious studies. This Handbook will also be very useful for those
in related fields, such as sociology, communication studies, media
studies and area studies.
Game studies has been an understudied area within the emerging
field of digital media and religion. Video games can reflect,
reject, or reconfigure traditionally held religious ideas and often
serve as sources for the production of religious practices and
ideas. This collection of essays presents a broad range of
influential methodological approaches that illuminate how and why
video games shape the construction of religious beliefs and
practices, and also situates such research within the wider
discourse on how digital media intersect with the religious worlds
of the 21st century. Each chapter discusses a particular method and
its theoretical background, summarizes existing research, and
provides a practical case study that demonstrates how the method
specifically contributes to the wider study of video games and
religion. Featuring contributions from leading and emerging
scholars of religion and digital gaming, this book will be an
invaluable resource for scholars in the areas of digital culture,
new media, religious studies, and game studies across a wide range
of disciplines.
This edited volume discusses mediatized religion in Asia, examining
the intensity and variety of constructions and processes related to
digital media and religion in Asia today. Individual chapters
present case studies from various regions and religious traditions
in Asia, critically discussing the data collected in light of
current mediatization theories. By directing the study to the
geographical, cultural and religious contexts specific to Asia, it
also provides new material for the theoretical discussion of the
pros and cons of the concept mediatization, among other things
interrogating whether this concept is useful in non-'Western'
contexts."
This edited volume discusses mediatized religion in Asia, examining
the intensity and variety of constructions and processes related to
digital media and religion in Asia today. Individual chapters
present case studies from various regions and religious traditions
in Asia, critically discussing the data collected in light of
current mediatization theories. By directing the study to the
geographical, cultural and religious contexts specific to Asia, it
also provides new material for the theoretical discussion of the
pros and cons of the concept mediatization, among other things
interrogating whether this concept is useful in non-'Western'
contexts."
Game studies has been an understudied area within the emerging
field of digital media and religion. Video games can reflect,
reject, or reconfigure traditionally held religious ideas and often
serve as sources for the production of religious practices and
ideas. This collection of essays presents a broad range of
influential methodological approaches that illuminate how and why
video games shape the construction of religious beliefs and
practices, and also situates such research within the wider
discourse on how digital media intersect with the religious worlds
of the 21st century. Each chapter discusses a particular method and
its theoretical background, summarizes existing research, and
provides a practical case study that demonstrates how the method
specifically contributes to the wider study of video games and
religion. Featuring contributions from leading and emerging
scholars of religion and digital gaming, this book will be an
invaluable resource for scholars in the areas of digital culture,
new media, religious studies, and game studies across a wide range
of disciplines.
Digital Religion does not simply refer to religion as it is carried
out online, but more broadly studies how digital media interrelate
with religious practice and belief. This collection explores
Digital Hinduism and consequentially studies how Hinduism is
expressed in the digital sphere and how Hindus utilise digital
media. Highlighting digital Hinduism and including case studies
with foci on India, Asia and the global Hindu diaspora, this book
features contributions from an interdisciplinary and international
panel of academics. The chapters focus on specific case studies,
which in summary exemplify the wide variety and diversity of what
constitutes Digital Hinduism today. Applying methods and research
questions from various disciplinary backgrounds appropriate to the
study of religion and digital culture, such as Religious Studies,
South Asian Studies, Anthropology and Media and Communication
Studies, this book is vital reading for any scholar interested in
the relationship between religion and the digital world.
Shaman, paragon, God-mode: modern video games are heavily coded
with religious undertones. From the Shinto-inspired Japanese video
game Okami to the internationally popular The Legend of Zelda and
Halo, many video games rely on religious themes and symbols to
drive the narrative and frame the storyline. Playing with Religion
in Digital Games explores the increasingly complex relationship
between gaming and global religious practices. For example, how
does religion help organize the communities in MMORPGs such as
World of Warcraft? What role has censorship played in localizing
games like Actraiser in the western world? How do evangelical
Christians react to violence, gore, and sexuality in some of the
most popular games such as Mass Effect or Grand Theft Auto? With
contributions by scholars and gamers from all over the world, this
collection offers a unique perspective to the intersections of
religion and the virtual world.
Shaman, paragon, God-mode: modern video games are heavily coded
with religious undertones. From the Shinto-inspired Japanese video
game Okami to the internationally popular The Legend of Zelda and
Halo, many video games rely on religious themes and symbols to
drive the narrative and frame the storyline. Playing with Religion
in Digital Games explores the increasingly complex relationship
between gaming and global religious practices. For example, how
does religion help organize the communities in MMORPGs such as
World of Warcraft? What role has censorship played in localizing
games like Actraiser in the western world? How do evangelical
Christians react to violence, gore, and sexuality in some of the
most popular games such as Mass Effect or Grand Theft Auto? With
contributions by scholars and gamers from all over the world, this
collection offers a unique perspective to the intersections of
religion and the virtual world.
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