Virtually sacred: myth and meaning in World of Warcraft and Second Life
Video games and virtual worlds can rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using 'World of Warcraft' and 'Second Life' as case studies, this book shows that many residents now use virtual worlds...
Main Author: | |
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Format: | Electronic Book |
Language: | English |
Subito Delivery Service: | Order now. |
Check availability: | HBZ Gateway |
Fernleihe: | Fernleihe für die Fachinformationsdienste |
Published: |
Oxford
Oxford University Press
2014
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In: | Year: 2014 |
Standardized Subjects / Keyword chains: | B
Virtual reality
/ Computer game
/ The Holy
B World of Warcraft / Second Life |
Further subjects: | B
Virtual Reality
Religious aspects
B Virtual reality ; Religious aspects |
Online Access: |
Table of Contents Blurb Volltext (Verlag) |
Parallel Edition: | Non-electronic
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Summary: | Video games and virtual worlds can rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using 'World of Warcraft' and 'Second Life' as case studies, this book shows that many residents now use virtual worlds to reimagine their traditions and work to restore them to 'authentic' sanctity or replace religious institutions with virtual world communities that provide meaning and purpose to human life. |
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ISBN: | 0199374732 |
Persistent identifiers: | DOI: 10.1093/acprof:oso/9780199344697.001.0001 |