Reconfiguring Daoist Cultivation in a Video Game: A Case Study of AMAZING CULTIVATION SIMULATOR
With AMAZING CULTIVATION SIMULATOR (GSQ Studio, CN 2019) as a case study, this article analyses how this video game reconfigures the practice of self-cultivation, which has deep roots in religious Daoism, and how it was inspired by online novels in a contemporary context. The game draws on Daoist wo...
| Autor principal: | |
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| Tipo de documento: | Recurso Electrónico Artigo |
| Idioma: | Inglês |
| Verificar disponibilidade: | HBZ Gateway |
| Interlibrary Loan: | Interlibrary Loan for the Fachinformationsdienste (Specialized Information Services in Germany) |
| Publicado em: |
2023
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| Em: |
Journal for religion, film and media
Ano: 2023, Volume: 9, Número: 1, Páginas: 105-132 |
| (Cadeias de) Palavra- chave padrão: | B
Amazing Cultivation Simulator
/ Innere Alchemie
/ Prática
/ Taoísmo
/ Transformação
/ Romance
/ História 1900-2023
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| Classificações IxTheo: | AG Vida religiosa BM Universismo chinês KBM Ásia TK Período contemporâneo ZG Media studies; Digital media; Communication studies |
| Outras palavras-chave: | B
Chinese Religion
B Daoism B (Self-)Cultivating B Game Studies B Chinese Indie Game |
| Acesso em linha: |
Volltext (kostenfrei) Volltext (kostenfrei) |
| Resumo: | With AMAZING CULTIVATION SIMULATOR (GSQ Studio, CN 2019) as a case study, this article analyses how this video game reconfigures the practice of self-cultivation, which has deep roots in religious Daoism, and how it was inspired by online novels in a contemporary context. The game draws on Daoist worldviews, the five elements, and cultivation methods which can be found in the Daoist scriptures. However, thereligious elements presented in the game are more aligned to reformed 20th century Daoism, while the game developers’ interpretation of cultivation follows secular and nationalistic discourses from the 20th century onwards. Those facts collectively mark the distance between the game and pre-20th century cultivation tradition, which is underpinned by the abundant Daoist texts. In addition, cultivating transcendent novels, mainly distributed online, provide readers with some cultivation narrations which are relevant but alternative to the Daoist cultivation tradition. The game borrowed features from such online novels, so that the content of the game is in fact a contemporary reconfiguration of heterogeneous sources. The game’s popularity and commercial success not only suggest that players accept such reconfiguration of cultivation, but also concede that the game somewhat satisfies the contemporary comprehension of cultivation tradition. Through the media of video games, Daoistcultivation tradition is stimulated but reconstructed in the contemporary context. |
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| ISSN: | 2617-3697 |
| Obras secundárias: | Enthalten in: Journal for religion, film and media
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| Persistent identifiers: | DOI: 10.25364/05.9:2023.1.6 |