Methods for Studying Video Games and Religion

Methods for Studying Video Games and Religion

Author: Vít Šisler

Publisher: Routledge

Published: 2017-11-28

Total Pages: 319

ISBN-13: 1315518317

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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.


The Sacred & the Digital

The Sacred & the Digital

Author: F.G. (Frank) Bosman

Publisher: MDPI

Published: 2019-04-18

Total Pages: 182

ISBN-13: 3038978302

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Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.


Methods for Studying Video Games and Religion

Methods for Studying Video Games and Religion

Author: Vít Šisler

Publisher: Routledge

Published: 2017-11-28

Total Pages: 222

ISBN-13: 1315518325

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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.


The Study of Religion

The Study of Religion

Author: George D. Chryssides

Publisher: A&C Black

Published: 2013-12-05

Total Pages: 739

ISBN-13: 1780936702

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This updated textbook unravels the complex issues related to methodology and theory in the study of religion. It equips students with the knowledge needed for the academic study of religion, explaining the history of the methodology, including ideas of key theorists, and discusses key issues in the field, such as gender, phenomenology, and the insider/outsider discourse. Updated throughout, additional material includes: -New chapter on colonialism and post-colonialism -New chapter on insider/outsider discourse -Coverage of 'cyber-religion' and the internet as a research tool in religious studies Study and classroom features in each chapter include: -Chapter outlines -Case studies -Boxed key concepts -Discussion questions -Chapter bibliographies The text is illustrated throughout with 35 images, and extra resources can be found online, including additional coverage of 'levels of religion'.


Game Research Methods: An Overview

Game Research Methods: An Overview

Author: Patri Lankoski

Publisher: Lulu.com

Published: 2015

Total Pages: 374

ISBN-13: 1312884738

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"Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.


The Routledge Handbook of Research Methods in the Study of Religion

The Routledge Handbook of Research Methods in the Study of Religion

Author: Steven Engler

Publisher: Routledge

Published: 2021-11-30

Total Pages: 670

ISBN-13: 1000472639

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This substantially revised second edition of The Routledge Handbook of Research Methods in the Study of Religion remains the only comprehensive survey in English of methods and methodology in the discipline. Designed for non-specialists and upper undergraduate-/graduate-level students, it discusses the range of methods currently available to stimulate interest in unfamiliar methods and enable students and scholars to evaluate methodological issues in research. The Handbook comprises 39 chapters – 21 of which are new, and the rest revised for this edition. A total of 56 contributors from 10 countries cover a broad range of topics divided into three clear parts: • Methodology • Methods • Techniques The first section addresses general methodological issues: including comparison, research design, research ethics, intersectionality, and theorizing/analysis. The second addresses specific methods: including advanced computational methods, autoethnography, computational text analysis, digital ethnography, discourse analysis, experiments, field research, grounded theory, interviewing, reading images, surveys, and videography. The final section addresses specific techniques: including coding, focus groups, photo elicitation, and survey experiments. Each chapter covers practical issues and challenges, theoretical bases, and their use in the study of religion/s, illustrated by case studies. The Routledge Handbook of Research Methods in the Study of Religion is essential reading for students and researchers in the study of religion/s, as well as for those in related disciplines.


Archaeogaming

Archaeogaming

Author: Andrew Reinhard

Publisher: Berghahn Books

Published: 2018-06-18

Total Pages: 236

ISBN-13: 1785338749

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A general introduction to archeogaming describing the intersection of archaeology and video games and applying archaeological method and theory into understanding game-spaces. “[T]he author’s clarity of style makes it accessible to all readers, with or without an archaeological background. Moreover, his personal anecdotes and gameplay experiences with different game titles, from which his ideas often develop, make it very enjoyable reading.”—Antiquity Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. From the introduction: Archaeogaming, broadly defined, is the archaeology both in and of digital games... As will be described in the following chapters, digital games are archaeological sites, landscapes, and artifacts, and the game-spaces held within those media can also be understood archaeologically as digital built environments containing their own material culture... Archaeogaming does not limit its study to those video games that are set in the past or that are treated as “historical games,” nor does it focus solely on the exploration and analysis of ruins or of other built environments that appear in the world of the game. Any video game—from Pac-Man to Super Meat Boy—can be studied archaeologically.


What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

Author: James Paul Gee

Publisher: Macmillan

Published: 2014-12-02

Total Pages: 233

ISBN-13: 1466886420

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Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.


Theory and Method in the Study of Religion

Theory and Method in the Study of Religion

Author: Carl Olson

Publisher: Cengage Learning

Published: 2003

Total Pages: 624

ISBN-13:

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This anthology provides students with a useful collection of theoretical essays concerning the nature of religion and the methodological means by which scholars analytically approach the subject. Organized in a point/counterpoint fashion, this volume will foster in-class discussion and the honing of a student's own critical perspectives.


Digital Methodologies in the Sociology of Religion

Digital Methodologies in the Sociology of Religion

Author: Sariya Cheruvallil-Contractor

Publisher: Bloomsbury Publishing

Published: 2016

Total Pages: 257

ISBN-13: 1472571150

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Within an era of growing reliance on digital technologies to instantly and effectively express our values and allegiances, the interest in digital methodologies among sociologists of religion naturally continues to increase.Digital Methodologies in the Sociology of Religion fills a gap for a text that explores the epistemological underpinnings and rationale for the use of digital methodologies, considering the implementation difficulties and ethical dilemmas faced by sociologists of religion when using digital research methods. International leading scholars including Heidi Campbell (Texas A&M University) and Douglas Cowan (University of Waterloo), along with researchers working on cutting-edge dimensions are brought together in the first volume to consider the methodological issues within the sociological research of digital religion. Global case studies include the use of Facebook as a site and method for researching anti-Muslim and anti-Islam opposition, digital paganism and online Buddhism. Additionally, boxed tips are provided throughout the text to serve as reminders of tools that readers may use in their own research projects. Digital Methodologies in the Sociology of Religion is ideal for advanced undergraduates, graduate students and researchers employing, or considering employing, digital methodologies within their own research.