Methods for Studying Video Games and Religion

Vít Šisler (Toimittaja), Kerstin Radde-Antweiler (Toimittaja), Xenia Zeiler (Toimittaja)

Tutkimustuotos: Kirja/raporttiKokoomateos tai erikoisnumeroTieteellinenvertaisarvioitu

Kuvaus

Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.
Alkuperäiskielienglanti
KustantajaRoutledge
Sivumäärä222
ISBN (painettu)9781138698710
ISBN (elektroninen)9781315518336
TilaJulkaistu - 2018
OKM-julkaisutyyppiC2 Toimitettu teos

Julkaisusarja

NimiRoutledge Studies in Religion and Digital Culture
KustantajaRoutledge

Tieteenalat

  • 6160 Muut humanistiset tieteet

Lainaa tätä

Šisler, V., Radde-Antweiler, K., & Zeiler, X. (Toimittajat) (2018). Methods for Studying Video Games and Religion. (Routledge Studies in Religion and Digital Culture). Routledge.
Šisler, Vít (Toimittaja) ; Radde-Antweiler, Kerstin (Toimittaja) ; Zeiler, Xenia (Toimittaja). / Methods for Studying Video Games and Religion. Routledge, 2018. 222 Sivumäärä (Routledge Studies in Religion and Digital Culture).
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Šisler, V, Radde-Antweiler, K & Zeiler, X (toim) 2018, Methods for Studying Video Games and Religion. Routledge Studies in Religion and Digital Culture, Routledge.

Methods for Studying Video Games and Religion. / Šisler, Vít (Toimittaja); Radde-Antweiler, Kerstin (Toimittaja); Zeiler, Xenia (Toimittaja).

Routledge, 2018. 222 s. (Routledge Studies in Religion and Digital Culture).

Tutkimustuotos: Kirja/raporttiKokoomateos tai erikoisnumeroTieteellinenvertaisarvioitu

TY - BOOK

T1 - Methods for Studying Video Games and Religion

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A2 - Zeiler, Xenia

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N2 - Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.

AB - Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.

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Šisler V, (ed.), Radde-Antweiler K, (ed.), Zeiler X, (ed.). Methods for Studying Video Games and Religion. Routledge, 2018. 222 s. (Routledge Studies in Religion and Digital Culture).