William Bainbridge takes an in-depth look at the fantasy religions that exist in 34 different massively multiplayer online roleplaying games. He categorizes the religions, noting similarities across the games. He points, for instance, to the prevalence of polytheism: a system which, Bainbridge argues, can function as an effective map of reality in which each deity personifies a concept. Religions are as much about conceptualizing the self as conceptualizing the sacred. Most games allow the players to have multiple avatars, an idea Bainbridge likens to contemporary scientific ideas about personality. He also focuses on sacred spaces; the prevalence of magic and its relationship to the computer program and programmer; the fostering of a tribal morality by both religion and rules programmed into the game; the rise of cults and belief systems within the game worlds (and how this relates to social science theories of cult formation in the real world); and, of course, how the gameworld religions depict death. As avatars are immortal, death is merely a minor setback in most games. At the same time, much of the action in some gameworlds centers on the issue of mortality and the problematic nature of resurrection. Bainbridge contends that gameworlds are giving us a new perspective on the human quest, one that combines the arts and simulates most aspects of real life. The quests in gameworlds also provide meaning for human action, in terms of narratives about achieving goals by overcoming obstacles. Perhaps meaning does not naturally exist in our universe, but must be created by us, both in our fantasies and in day-to-day life. Like the games analyzed in this book, he says, traditional religions are fantasies that should be respected as works of art in a future civilization of disbelief.
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William Bainbridge contends that the worlds of massively multiplayer online roleplaying games provide a new perspective on the human quest, one that combines the arts and simulates most aspects of real life. The quests in gameworlds also provide meaning for human action, in terms of narratives about achieving goals by overcoming obstacles.
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Chapter 1: Disbelief ; Chapter 2: The Culture Game ; Chapter 3: Deities ; Chapter 4: Souls ; Chapter 5: Priests ; Chapter 6: Shrines ; Chapter 7: Magic ; Chapter 8: Morality ; Chapter 9: Cults ; Chapter 10: Death ; Chapter 11: Quests ; Appendix: The Gameworlds
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eGods may serve as a helpful reference for those researching online gaming, religious symbols, or considering a literary analysis of gaming environments.
"This admirable project legitimizes video games not only as a storytelling medium for entertainment, but also as reflections of history and modern culture to be critically analyzed." - Publishers Weekly "EDITORS' PICK. A long-awaited and truly fascinating book on the relationship between religion and multiplayer online role-playing games by highly respected sociologist of religion, science, and popular culture Bainbridge... The book's subject has been ignored by the academic world, perhaps because of its complexity, or possibly due to some in academia frowning on or ignoring games, even though understanding the gaming world is truly essential for understanding popular culture... This is fine reading. Summing Up: Highly recommended. All levels/libraries." - Choice "This rich, provocative account addresses video games' pervasive religious-themed imagery and constructs, which, prior to Bainbridge's work, have been studiously overlooked in academic study. The nuanced exposition reveals games to be rife with cults, proselytizers, evangelists, inquisitors, afterlives, temples, tombs, shrines, and of course e-gods and goddesses. Essential reading for keeping our ideas about games fresh and finally inquiring about that elephant in the room." - Bonnie Nardi, author of My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft, 2010 "eGods succeeds in showing the many ways in which religious myths, values, and practices have increasingly colored the cosmological and ethical landscapes of the most popular MMORPGs (massively multiplayer online role-playing games)."--The Journal of Religion
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Selling point: A book from a leading scholar in the study of virtual gameworlds Selling point: Based on five years of intensive research into every facet of the gameworlds, including 5,000 hours inside the virtual worlds Selling point: Covers 41 different games
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William Sims Bainbridge is a prolific and influential sociologist of religion, science, and popular culture. He serves as co-director of Human-Centered Computing at the National Science Foundation. His books include Leadership in Science and Technology, The Warcraft Civilization, Online Multiplayer Games, Across the Secular Abyss, and The Virtual Future.
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Selling point: A book from a leading scholar in the study of virtual gameworlds Selling point: Based on five years of intensive research into every facet of the gameworlds, including 5,000 hours inside the virtual worlds Selling point: Covers 41 different games
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Produktdetaljer

ISBN
9780199935819
Publisert
2013
Utgiver
Vendor
Oxford University Press Inc
Vekt
710 gr
Høyde
242 mm
Bredde
162 mm
Dybde
27 mm
Aldersnivå
U, P, 05, 06
Språk
Product language
Engelsk
Format
Product format
Innbundet
Antall sider
336

Biographical note

William Sims Bainbridge is a prolific and influential sociologist of religion, science and popular culture, and serves as co-director of Human-Centered Computing at the NSF as well as Senior Fellow at the Institute for Ethics and Emerging Technologies.