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Fay loves to play games. He learned how to play by a beautiful woman, Onee-chan, who had a long, red hair. In the world he is living, Gods--spirits, demons, angels, dragons--are bored and they make humans play games with them. Human players are called Apostles...and if they win ten times, Gods will grant any wish for them. Fay, winning three games a row even though he is a rookie, is said to be the best player among all Apostles. He just wishes to meet Onee-chan again if he wins ten times. But he never expected to be paired with a red-haired girl--looks just like Onee-chan!--who is a former God just awoke from a long sleep. The two of them seems to be a really good pair, but can Fay win seven more times and have his wish granted!?
After the fierce battle with the competitive apostle Dax, Fay and the crew planned to face the Bookmaker and get the god to reinstate their comrade, Nel—a retired apostle. Unfortunately, the cunning god turns the table on them. However, Fay provokes the god and with a masterful plan for a comeback, Fay takes on the Bookmaker, one-on-one. Meanwhile, apostles all over the world are unable to return from the Gods’ games. And Fay’s game is about to enter a new phase with the appearance of another irregular apostle!
Fay loves to play games. He learned how to play by a beautiful woman, Onee-chan, who had a long, red hair. In the world he is living, Gods--spirits, demons, angels, dragons--are bored and they make humans play games with them. Human players are called Apostles...and if they win ten times, Gods will grant any wish for them. Fay, winning three games a row even though he is a rookie, is said to be the best player among all Apostles. He just wishes to meet Onee-chan again if he wins ten times. But he never expected to be paired with a red-haired girl--looks just like Onee-chan!--who is a former God just awoke from a long sleep. The two of them seems to be a really good pair, but can Fay win seven more times and have his wish granted!?
Fay loves to play games. He learned how to play by a beautiful woman, Onee-chan, who had a long, red hair. In the world he is living, Gods--spirits, demons, angels, dragons--are bored and they make humans play games with them. Human players are called Apostles...and if they win ten times, Gods will grant any wish for them. Fay, winning three games a row even though he is a rookie, is said to be the best player among all Apostles. He just wishes to meet Onee-chan again if he wins ten times. But he never expected to be paired with a red-haired girl--looks just like Onee-chan!--who is a former God just awoke from a long sleep. The two of them seems to be a really good pair, but can Fay win seven more times and have his wish granted!?
Fay loves to play games. He learned how to play by a beautiful woman, Onee-chan, who had a long, red hair. In the world he is living, Gods--spirits, demons, angels, dragons--are bored and they make humans play games with them. Human players are called Apostles...and if they win ten times, Gods will grant any wish for them. Fay, winning three games a row even though he is a rookie, is said to be the best player among all Apostles. He just wishes to meet Onee-chan again if he wins ten times. But he never expected to be paired with a red-haired girl--looks just like Onee-chan!--who is a former God just awoke from a long sleep. The two of them seems to be a really good pair, but can Fay win seven more times and have his wish granted!?
Fay loves to play games. He learned how to play by a beautiful woman, Onee-chan, who had a long, red hair. In the world he is living, Gods--spirits, demons, angels, dragons--are bored and they make humans play games with them. Human players are called Apostles...and if they win ten times, Gods will grant any wish for them. Fay, winning three games a row even though he is a rookie, is said to be the best player among all Apostles. He just wishes to meet Onee-chan again if he wins ten times. But he never expected to be paired with a red-haired girl--looks just like Onee-chan!--who is a former God just awoke from a long sleep. The two of them seems to be a really good pair, but can Fay win seven more times and have his wish granted!?
Let the games begin! In their (overabundance of) free time, the gods grew bored and decided to create challenging battles of wits to spice things up! Their opponent? Humanity! A select few players called “apostles” meet the gods on the spiritual realm’s playing field to beat the deities at their own games. A former god named Leshea has woken after sleeping for thousands of years, and her first demand is to meet “this era’s very best player!” She is introduced to Fay, an acclaimed rookie apostle. Together, they plan to challenge the gods and win the ultimate prize, but no one in human history has managed to clear ten games—because the gods can be capricious, outrageous, and sometimes downright incomprehensible! In the face of absurdity, what can the apostles do but enjoy the contest to its fullest?
What might Heidegger say about Halo, the popular video game franchise, if he were alive today? What would Augustine think about Assassin’s Creed? What could Maimonides teach us about Nintendo’s eponymous hero, Mario? While some critics might dismiss such inquiries outright, protesting that these great thinkers would never concern themselves with a medium so crude and mindless as video games, it is important to recognize that games like these are becoming the defining medium of our time. We spend more time and money on video games than on books, television, or film, and any serious thinker of our age should be concerned with these games, what they are saying about us, and what we are learning from them. Yet video games remain relatively unexplored by both scholars and pundits alike. Few have advanced beyond outmoded and futile attempts to tie gameplay to violent behavior. With this rumor now thoroughly and repeatedly disproven, it is time to delve deeper. Just as the Museum of Modern Art in Manhattan recently acquired fourteen games as part of its permanent collection, so too must we seek to add a serious consideration of virtual worlds to the pantheon of philosophical inquiry. In God in the Machine, author Liel Leibovitz leads a fascinating tour of the emerging virtual landscape and its many dazzling vistas from which we are offered new vantage points on age-old theological and philosophical questions. Free will vs. determinism, the importance of ritual, transcendence through mastery, notions of the self, justice and sin, life, death, and resurrection all come into play in the video games that some critics so quickly write off as mind-numbing wastes of time. When one looks closely at how these games are designed, their inherent logic, and their cognitive effects on players, it becomes clear that playing these games creates a state of awareness vastly different from when we watch television or read a book. Indeed, the gameplay is a far more dynamic process that draws on various faculties of mind and body to evoke sensations that might more commonly be associated with religious experience. Getting swept away in an engaging game can be a profoundly spiritual activity. It is not to think, but rather to be, a logic that sustained our ancestors for millennia as they looked heavenward for answers. As more and more of us look “screenward,” it is crucial to investigate these games for their vast potential as fine instruments of moral training. Anyone seeking a concise and well-reasoned introduction to the subject would do well to start with God in the Machine. By illuminating both where video game storytelling is now and where it currently butts up against certain inherent limitations, Liebovitz intriguingly implies how the field and, in turn, our experiences might continue to evolve and advance in the coming years.
When actress Rachel Goldberg shares her personal views on a local radio show, she becomes a target for online harassment. Things go too far when someone paints a swastika on her front door, not only terrifying her but also dredging up some painful childhood memories. Rachel escapes to her hometown of Carlsbad. To avoid upsetting her parents, she tells them she’s there to visit her Orthodox Jewish grandmother, even though that’s the last thing she wants to do. But trouble may have followed her. Stephen Drescher is home from Iraq, but his dishonorable discharge contaminates his transition back to civilian life. His old skinhead friends, the ones who urged him to enlist so he could learn to make better bombs, have disappeared, and he can’t even afford to adopt a dog. Thinking to reconnect with his childhood friend, he googles Rachel’s name and is stunned to see the comments on her Facebook page. He summons the courage to contact her. Rachel and Stephen, who have vastly different feelings about the games they played and what might come of their reunion, must come to terms with their pasts before they can work toward their futures.
While many books and articles are emerging on the new area of game studies and the application of computer games to learning, therapeutic, military, and entertainment environments, few have attempted to contextualize the importance of virtual play within a broader social, cultural, and political environment that raises the question of the significance of work, play, power, and inequalities in the modern world. Studies tend to concentrate on the content of virtual games, but few have questioned how power is produced or reproduced by publishers, gamers, or even social media; how social exclusion (based on race, class, or gender) in the virtual environment is reproduced from the real world; and how actors are able to use new media to transcend their fears, anxieties, prejudices, and assumptions. The articles presented by the contributors in this volume represent cutting-edge research in the area of critical game play with the hope of drawing attention to the need for more studies that are both sociological and critical.