LEADER 03555nam 22005415 450 001 996565564603316 005 20231209095929.0 010 $a3-8394-6192-8 024 7 $a10.1515/9783839461921 035 $a(CKB)28809696000041 035 $a(DE-B1597)627286 035 $a(DE-B1597)9783839461921 035 $a(EXLCZ)9928809696000041 100 $a20231209h20232023 fg 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aFictional Practices of Spirituality I $eInteractive Media /$fed. by Leonardo Marcato, Felix Schniz 210 1$aBielefeld : $ctranscript Verlag, $d[2023] 210 4$d2023 215 $a1 online resource (476 p.) 225 0 $aEdition Kulturwissenschaft ;$v262 311 08$a9783837661927 327 $tFrontmatter -- $tContents -- $tIntroduction -- $tPart I - Role- Play and Spirituality -- $tThe Epiphany Experiment -- $tPlay to Find Yourself -- $tThe Hunter Will Take You -- $tPart IIa - Practice: Game Design -- $tConjuring The Witch's Way -- $tPracticing Dying -- $tPart IIb - Practice: Research -- $tExploring Applications of Videogame Magic through Tumblr's Pop Culture Witchcraft -- $tWhere the Magic is -- $tPart IIIa -Videogames: Experience -- $tI Believe in Videogames -- $tFittingly Violent -- $tPart IIIb - Videogames: Perspective -- $tSpes Ultracombinatoria -- $tSacred Places and Spatial Design in Fantasy- themed Isometric cRPGs -- $tFranchised Esotericism -- $tPart IIIc - Videogames: From the East -- $tEx Anankes -- $t"At the Same Time ... Both Truth and Fiction" -- $tReligion and Spirituality in NieR: Automata -- $tPart IIId - Videogames: The Case Study of Dragon Age -- $tNegotiating Spiritual Uncertainty through the Lens of Videogames -- $tReligion According to Bioware -- $tLight, Blood, Stone, and Order -- $tPart IV - Concluding thoughts -- $tUnlocking the Spiritual Potential of Games 330 $aFictional Practices of Spirituality provides critical insight into the implementation of belief, mysticism, religion, and spirituality into worlds of fiction, be it interactive or non-interactive. This first volume focuses on interactive, virtual worlds - may that be the digital realms of videogames and VR applications or the imaginary spaces of life action role-playing and soul-searching practices. It features analyses of spirituality as gameplay facilitator, sacred spaces and architecture in videogame geography, religion in videogames and spiritual acts and their dramaturgic function in videogames, tabletop, or LARP, among other topics. The contributors offer a first-time ever comprehensive overview of play-rites as spiritual incentives and playful spirituality in various medial incarnations. 606 $aSOCIAL SCIENCE / Media Studies$2bisacsh 610 $aComputer Games. 610 $aDigital Media. 610 $aGame Design. 610 $aInteractive Fiction. 610 $aMedia Studies. 610 $aMedia. 610 $aPopular Culture. 610 $aReligion. 610 $aReligious Studies. 610 $aSpirituality. 610 $aVideogames. 615 7$aSOCIAL SCIENCE / Media Studies. 702 $aMarcato$b Leonardo, $4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aSchniz$b Felix, $4edt$4http://id.loc.gov/vocabulary/relators/edt 801 0$bDE-B1597 801 1$bDE-B1597 906 $aBOOK 912 $a996565564603316 996 $aFictional Practices of Spirituality I$93656370 997 $aUNISA