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Three years before his rebirth, when the game "God of Conferred" opened, the former king of the game was just a small follower who followed the Second Miss into the game.
'Like an episode of Black Mirror written by Stephen King' John Marrs, bestselling author of The One 'Immersive, claustrophobic . . . addictive' Guardian Win and All Your Dreams Come TrueTM! ;) Charlie and his friends have entered the God Game. Tasks are delivered through their phones. When they accomplish a mission, the game rewards them. Charlie's money problems could be over. Vanhi can erase the one bad grade on her university application. It's all fun and games - at first. Then the threatening messages start. Obey me. Mysterious packages show up at their homes. Shadowy figures start following them. Who else is playing this game, and how far will they go to win? As Charlie looks for a way out, there's only one rule he knows for sure. If you die in the game, you die for real. 'Smart, propulsive and gripping' Harlan Coben, #1 Sunday Times bestselling author
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.
A source book for play and exploration across the mysterious Eberron continent of Xen'drik, this first in-depth book into the subject includes specific locations of interest, new information on the secretive drow of Xen'drik, adventure seeds, and more.
Video games are big business, generating billions of dollars annually. The long-held stereotype of the gamer as a solitary teen hunched in front of his computer screen for hours is inconsistent with the current makeup of a diverse and vibrant gaming community. The rise of this cultural phenomenon raises a host of questions: Are some games too violent? Do they hurt or help our learning? Do they encourage escapism? How do games portray gender? Such questions have generated lots of talk, but missing from much of the discussion has been a Christian perspective. Kevin Schut, a communications expert and an enthusiastic gamer himself, offers a lively, balanced, and informed Christian evaluation of video games and video game culture. He expertly engages a variety of issues, encouraging readers to consider both the perils and the promise of this major cultural phenomenon. The book includes a foreword by Quentin J. Schultze.
You no longer have to choose between what you know and what you believe—an accessible introduction to a theological game-changer. "I wrote this book for you if you want to be able to locate your life in a single, encompassing story, one that includes everything from the first moment the universe began until yesterday, a narrative that embraces deepest personal meaning, a yearning to love and be loved, a quest for social justice and compassion." —from the Introduction Much of what you were told you should believe when you were younger forces you to choose between your spirit and your intellect, between science and religion, between morality and dogma: unchanging laws of nature vs. miracles that sound magical; a good God vs. the tragedies that strike all living creatures; a God who knows the future absolutely vs. an open future that you help to shape through your choices. This fascinating introduction to Process Theology from a Jewish perspective shows that these are false choices. Inspiring speaker, spiritual leader and philosopher Rabbi Bradley Shavit Artson presents an overview of what Process Theology is and what it can mean for your spiritual life. He explains how Process Theology can break you free from the strictures of ancient Greek and medieval European philosophy, allowing you to see all creation not as this or that, us or them, but as related patterns of energy through which we connect to everything. Armed with Process insights and tools, you can break free from outdated religious dichotomies and affirm that your religiosity, your spirit, your mind and your ethics all strengthen and refine each other.
In a world where humanity lives in suspended space, children undergo a fishing test when they come of age. Those with immaculate talents have the possibility of becoming great fishing masters. In the endless sea, every life is imbued with a sacred mission. There are fish that can fly, turtles that have absorbed the worldly essence, and whales that can devour the heaven and earth… There are also countless fishers. Fishing is an art. There is an ancient saying: If you can't fish, you might as well be bait.
Signs and images of Chinese martial arts increasingly circulate through global media cultures. As tropes of martial arts are not restricted to what is considered one medium, one region, or one (sub)genre, the essays in this collection are looking across and beyond these alleged borders. From 1920s wuxia cinema to the computer game cultures of the information age, they trace the continuities and transformations of martial arts and media culture across time, space, and multiple media platforms.
Arkady and Boris Strugatsky are widely known as the greatest Russian writers of science fiction, and their 1964 novel Hard to Be a God is considered one of the greatest of their works. It tells the story of Don Rumata, who is sent from Earth to the medieval kingdom of Arkanar with instructions to observe and to influence, but never to directly interfere. Masquerading as an arrogant nobleman, a dueler and a brawler, Don Rumata is never defeated but can never kill. With his doubt and compassion, and his deep love for a local girl named Kira, Rumata wants to save the kingdom from the machinations of Don Reba, the First Minister to the king. But given his orders, what role can he play? Hard to Be a God has inspired a computer role-playing game and two movies, including Aleksei German's long-awaited swan song. Yet until now the only English version (out of print for over thirty years) was based on a German translation, and was full of errors, infelicities, and misunderstandings. This new edition—translated by Olena Bormashenko, whose translation of the authors' Roadside Picnic has received widespread acclaim, and supplemented with a new foreword by Hari Kunzru and an afterword by Boris Strugatsky, both of which supply much-needed context—reintroduces one of the most profound Soviet-era novels to an eager audience.
This book investigates the meteoric rise of mobile webtoons – also known as webcomics – and the dynamic relationships between serialised content, artists, agencies, platforms and applications, as well as the global readership associated with them. It offers an engaging discussion of webtoons themselves, and what makes this new media form so compelling and attractive to millions upon millions of readers. Why have webtoons taken off, and how do users interact with them? Each of the case studies we explore raises interesting questions for both general readers and scholars of new media about how webtoons have become a modern form of popular culture. The book also addresses larger questions about East Asia’s contributions to global popular culture and Asian society in general, as well as South Korea’s rapid social and cultural transformation since the 1990s. This is a significant – and understudied – aspect of the new screen ecologies and their role in a new wave of media globalisation as we approach the end of the second decade of the 21st century.