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Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.
Digital and spatial studies of religions have developed rapidly as prominent research fields over the last two decades. This "spatial turn" has rippled through humanities and social sciences disciplines, and digital and spatial perspectives now occupy a central position in religious studies. However, various research efforts have led to disparate approaches to the digital and spatial study of religions without providing integrated and synergized connections between the digitalization and visualization of religious studies. This reprint aims to support and promote both digital and spatial studies of religions through interdisciplinary and multidisciplinary perspectives, including those of all historical periods, regions, and religions. Collectively, this reprint demonstrates that digital and spatial studies are unique and constructive ways of discovering, developing, and delivering religious studies that remain undiscovered or unaddressed through conventional research methodology. In an effort to supplement the current digital humanities in general, and the spatial study of religions in particular, the reprint presents theoretical or applied research papers on Chinese religious sites and mapping that are theory-driven, innovative, and data-based.
Digital Religion offers a critical and systematic survey of the study of religion and new media. It covers religious engagement with a wide range of new media forms and highlights examples of new media engagement in all five of the major world religions. From cell phones and video games to blogs and Second Life, the book: provides a detailed review of major topics includes a series of case studies to illustrate and elucidate the thematic explorations considers the theoretical, ethical and theological issues raised. Drawing together the work of experts from key disciplinary perspectives, Digital Religion is invaluable for students wanting to develop a deeper understanding of the field.
Within an era of growing reliance on digital technologies to instantly and effectively express our values and allegiances, the interest in digital methodologies among sociologists of religion naturally continues to increase.Digital Methodologies in the Sociology of Religion fills a gap for a text that explores the epistemological underpinnings and rationale for the use of digital methodologies, considering the implementation difficulties and ethical dilemmas faced by sociologists of religion when using digital research methods. International leading scholars including Heidi Campbell (Texas A&M University) and Douglas Cowan (University of Waterloo), along with researchers working on cutting-edge dimensions are brought together in the first volume to consider the methodological issues within the sociological research of digital religion. Global case studies include the use of Facebook as a site and method for researching anti-Muslim and anti-Islam opposition, digital paganism and online Buddhism. Additionally, boxed tips are provided throughout the text to serve as reminders of tools that readers may use in their own research projects. Digital Methodologies in the Sociology of Religion is ideal for advanced undergraduates, graduate students and researchers employing, or considering employing, digital methodologies within their own research.
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.
Marjorie Wheeler-Barclay argues that, although the existence and significance of the science of religion has been barely visible to modern scholars of the Victorian period, it was a subject of lively and extensive debate among nineteenth-century readers and audiences. She shows how an earlier generation of scholars in Victorian Britain attempted to arrive at a dispassionate understanding of the psychological and social meanings of religious beliefs and practices—a topic not without contemporary resonance in a time when so many people feel both empowered and threatened by religious passion—and provides the kind of history she feels has been neglected. Wheeler-Barclay examines the lives and work of six scholars: Friedrich Max Müller, Edward B. Tylor, Andrew Lang, William Robertson Smith, James G. Frazer, and Jane Ellen Harrison. She illuminates their attempts to create a scholarly, non-apologetic study of religion and religions that drew upon several different disciplines, including anthropology, sociology, the classics, and Oriental studies, and relied upon contributions from those outside as well as within the universities. This intellectual enterprise—variously known as comparative religion, the history of religions, or the science of religion—was primarily focused on non-Christian religions. Yet in Wheeler-Barclay’s study of the history of this field within the broad contexts of Victorian cultural, intellectual, social, and political history, she traces the links between the emergence of the science of religion to debates about Christianity and to the history of British imperialism, the latter of which made possible the collection of so much of the ethnographic data on which the scholars relied and which legitimized exploration and conquest. Far from promoting an anti-religious or materialistic agenda, the science of religion opened up cultural space for an exploration of religion that was not constricted by the terms of contemporary conflicts over Darwin and the Bible and that made it possible to think in new and more flexible ways about the very definition of religion.
The only book of its kind, this balanced and accessibly written text explores the geographical study of religion. Roger W. Stump presents a clear and meticulous examination of the intersection of religious belief and practice with the concepts of place and space. He begins by analyzing the factors that have shaped the spatial distributions of religious groups, including the seminal events that have fostered the organization of religions in diverse hearths and the subsequent processes of migration and conversion that have spread religious beliefs. The author then assesses how major religions have diversified as they have become established in disparate places, producing a variety of religious systems from a common tradition. Stump explores the efforts of religious groups to control secular space at various scales, relating their own uses of particular spaces and the meanings they attribute to space beyond the boundaries of their own communities. Examining sacred space as a diverse but recurring theme in religious belief, the book considers its role in religious forms of spatial behavior and as a source of conflict within and between religious groups. Refreshingly jargon-free and impartial, this text provides a broad, comparative view of religion as a focus of geographical inquiry.
This book employs cutting-edge digital and spatial methodologies to tackle the critical issue of religious site scarcity across China for five major religions: Protestantism, Catholicism, Buddhism, Daoism, and Islam, spanning the period from 1911 to 2004. Drawing from Chinese government datasets and Geographic Information Systems (GIS), this comprehensive work presents official information concerning religious sites and pinpoints specific cities facing shortages in such sites. The book also offers an in-depth analysis of religious sites, delving into their statistical, historical, comparative, and religious contexts and evolving significance within China, shedding light on the unique challenges and opportunities each religion faces. This groundbreaking book uncovers spatial patterns and relationships, providing new insights into the distribution of religious sites and the evolution of Chinese religious practices since 1911. It will be an invaluable resource for students and scholars of modern China, religious studies, and digital and spatial humanities.
"Digital Religion refers to the contemporary practice and understanding of religion in both online and offline contexts, and how these contexts intersect with each other. Scholars in this growing field recognize that religion has been influenced by its engagement with computer-mediated digital spaces, including not only the Internet, but other emerging technologies, such as mobile phones, digital wearables, virtual reality, and artificial intelligence. The Oxford Handbook of Digital Religion provides a comprehensive overview of religion as seen and performed through various platforms and cultural spaces created by digital technology. The text covers religious interaction with a wide range of digital media forms (including social media, websites, gaming environments, virtual and augmented realities, and artificial intelligence) and highlights examples of technological engagement and negotiation within the major world religions (i.e., Buddhism, Christianity, Hinduism, Islam, and Judaism). Additional sections cover the global manifestations of religious community, identity, ethics, and authority, with a final group of chapters addressing emerging technologies and the future of the field. Because of the interdisciplinary nature of the project, the Handbook is led by co-editors representing the humanistic and social scientific fields of religious studies and communication, though both also have experience in how those disciplines intersect"--
This book offers a critical and systematic survey of the study of religion and digital media. It covers religious engagement with a wide range of digital media forms and highlights examples of new media engagement in all five of the major world religions. This unique volume draws together the work of experts from key disciplinary perspectives and is the go-to volume for students and scholars wanting to develop a deeper understanding of the subject area.