RT Book T1 God in the machine: video games and religion T2 Acculturated Ser T2 Acculturated A1 Leibovitz, Liel LA English PP West Conshohocken, Pennsylvania PB Templeton Press YR 2013 ED Online-Ausg. UL https://ixtheo.de/Record/1659325676 AB If he were alive today, what might Heidegger say about Halo, the popular video game franchise? 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, in fact, 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 still 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 canard 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 philoso-phical 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-these all come into play in the video games that some critics so easily write off as mind-numbing wastes of time. When one looks closely at how these games are designed, at their inherent logic, and at the cognitive effects they have on players, it becomes clear that playing AB Cover -- Title -- Copyright -- An Invocation -- Contents -- Introduction -- Chapter 1: Thinking inside the Box: Game Design, Glory, and the Search for God -- Chapter 2: A Ballet of Thumbs: What We Do When We Play Video Games -- Chapter 3: The Sweet Cheat: The Utility and the Ecstasy of Breaking the Rules -- Chapter 4: The God Machine: On Being and Time in Video Games -- Acknowledgments -- Notes -- Index. NO Includes index. - Description based on online resource; title from PDF title page (ebrary, viewed March 19, 2014) CN Q335 SN 9781599474502 SN 9781599474373 K1 Artificial Intelligence K1 Computers : Religious aspects K1 Religion and science K1 Robotics K1 Theological Anthropology : Christianity K1 Video games - Religious aspects K1 Electronic books