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[ecrea] New book: Playing with Religion in Digital Games
Thu Oct 23 13:57:27 GMT 2014
Announcing the new Digital Game Studies series
Playing with Religion in Digital Games
Edited by Heidi A. Campbell & Gregory P. Grieve
"...[A]n ambitious and impressive compendium offering intriguing
possibilities for further research and theory for the burgeoning field
of cultural studies." —Publishers Weekly
"This volume offers, finally, a space for legitimate discussions on
the nature of 'play' within our notions of religious participation or
spiritual searching. The greatest benefit of this book is that it
highlights how engaging in digital gaming represents new questions about
what makes a thing (be it a story, an action, or a symbol) religious."
—Paul Emerson Teusner, RMIT University
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.
Indiana University Press
April 2014 314pp 7 b&w illus., 3 tables 9780253012531 Paperback £19.99
now only £14.99 when you quote CS1014GAME when you order.
Forthcoming
Playing to Win
Sports, Video Games, and the Culture of Play
Edited by Thomas P. Oates & Robert Alan Brookey
"A timely volume, with a stellar array of authors." —Toby Miller,
author of Blow Up the Humanities
In this era of big media franchises, sports branding has crossed
platforms, so that the sport, its television broadcast, and its
replication in an electronic game are packaged and promoted as part of
the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates
trace this development back to the unexpected success of Atari's Pong in
the 1970s, which provoked a flood of sport simulation games that have
had an impact on every sector of the electronic game market. From golf
to football, basketball to step aerobics, electronic sports games are as
familiar in the American household as the televised sporting events they
simulate. This book explores the points of convergence at which gaming
and sports culture merge.
Indiana University Press
December 2014 264pp 9780253015020 Paperback £16.99 now only £12.74 when
you quote CS1014GAME when you order.
UK Postage and Packing £2.95, Europe £4.50
(PLEASE QUOTE REF NUMBER:CS1014GAMEfor discount)
To order a copy please contact Marston on +44(0)1235 465500 or email
(direct.orders /at/ marston.co.uk)
or visit our website:
http://www.combinedacademic.co.uk/
where you can also receive your discount
*Offer excludes the USA, South America and Australasia.
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