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...

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Bibliographic Details
Main Author: Geraci, Robert M. (Author)
Format: Electronic Book
Language:English
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Fernleihe:Fernleihe für die Fachinformationsdienste
Published: Oxford Oxford University Press 2014
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
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Volltext (Verlag)
Parallel Edition:Non-electronic
Description
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.
ISBN:0199374732
Persistent identifiers:DOI: 10.1093/acprof:oso/9780199344697.001.0001