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A World with Meaning

Robert M. Geraci

in Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life

Published in print:
2014
Published Online:
April 2014
ISBN:
9780199344697
eISBN:
9780199374731
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199344697.003.0003
Subject:
Religion, Theology

It is not social activities alone that make World of Warcraft virtually sacred; such practices are anchored to practices through which people make meaning and experience transcendence. Like a Venn ... More


Polite Society

Robert M. Geraci

in Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life

Published in print:
2014
Published Online:
April 2014
ISBN:
9780199344697
eISBN:
9780199374731
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199344697.003.0002
Subject:
Religion, Theology

This chapter describes the how World of Warcraft provides some of the benefits of religious affiliation: a public forum for group formation and ethical reflection that might otherwise be the purview ... More


Expect Us: Online Communities and Political Mobilization

Jessica L. Beyer

Published in print:
2014
Published Online:
August 2014
ISBN:
9780199330751
eISBN:
9780199395026
Item type:
book
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199330751.001.0001
Subject:
Political Science, American Politics

Expect Us focuses on four online communities—Anonymous (4chan.org), The Pirate Bay, World of Warcraft, and the IGN.com posting boards. In all of these online communities, members engaged deeply with ... More


Applying Ethics: Case Studies

Miguel Sicart

in The Ethics of Computer Games

Published in print:
2009
Published Online:
August 2013
ISBN:
9780262012652
eISBN:
9780262255134
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262012652.003.0005
Subject:
Computer Science, Game Studies

This chapter applies the ethical framework developed in Chapter 4 to a close reading of the ethics of three games: Bioshock, DEFCON, and World of Warcraft. These games are also used as illustrations ... More


A Cultural Adventure

Robert M. Geraci

in Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life

Published in print:
2014
Published Online:
April 2014
ISBN:
9780199344697
eISBN:
9780199374731
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199344697.003.0001
Subject:
Religion, Theology

World of Warcraft is a persistent, online world that millions of players log onto and create heroic identities. Although World of Warcraft was built for entertainment, it takes on ... More


How Do You Solve a Problem Like Machinima?

Michael Pigott

in The Machinima Reader

Published in print:
2011
Published Online:
August 2013
ISBN:
9780262015332
eISBN:
9780262295369
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262015332.003.0012
Subject:
Computer Science, Game Studies

This chapter describes two broadly defined movements in machinima. The first evolutionary trajectory is that of machinima oriented toward a cinematic ideal, the second is an unguided and almost ... More


World of Warcraft: Cooperation without Mobilization

Jessica L. Beyer

in Expect Us: Online Communities and Political Mobilization

Published in print:
2014
Published Online:
August 2014
ISBN:
9780199330751
eISBN:
9780199395026
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199330751.003.0004
Subject:
Political Science, American Politics

Chapter 4 argues that political organization and protest in the gaming site World of Warcraft is “foiled” for a number of reasons. Central among these reasons is that the need to negotiate the ... More


Multimodal Creativity and Identities of Expertise in the Digital Ecology of a World of Warcraft Guild

Lisa Newon

in Digital Discourse: Language in the New Media

Published in print:
2011
Published Online:
January 2012
ISBN:
9780199795437
eISBN:
9780199919321
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199795437.003.0007
Subject:
Linguistics, Sociolinguistics / Anthropological Linguistics

This chapter considers how speakers and hearers in an online MMORPG community adapt to their semiotically restricted ecology for performing “identities of expertise.” Building on Eckert and ... More


Death

William Sims Bainbridge

in eGods: Faith versus Fantasy in Computer Gaming

Published in print:
2013
Published Online:
May 2013
ISBN:
9780199935819
eISBN:
9780199333042
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199935819.003.0010
Subject:
Religion, Religion and Society

Most computer games treat the death of the player’s avatar as a temporary inconvenience, followed by resurrection at various minor costs depending upon the game and situation. Dungeons and Dragons ... More


Disbelief

William Sims Bainbridge

in eGods: Faith versus Fantasy in Computer Gaming

Published in print:
2013
Published Online:
May 2013
ISBN:
9780199935819
eISBN:
9780199333042
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199935819.003.0001
Subject:
Religion, Religion and Society

Computer games and religions are both sophisticated art forms that can seem real to people who suspend disbelief, and both contain supernatural fantasies. Real-time strategy games like GodStoria and ... More


Contested Rituals in Virtual Worlds

Simone Heidbrink, Nadja Miczek, and Kerstin Radde-Antweiler

in Ritual, Media, and Conflict

Published in print:
2011
Published Online:
May 2011
ISBN:
9780199735235
eISBN:
9780199895175
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199735235.003.0006
Subject:
Religion, Religion and Society

This chapter studies disrupted online rituals in virtual worlds such as Second Life and World of Warcraft, examining negotiations concerning the emergence and resolution of ritual conflicts. By ... More


Online Communities and Political Mobilization

Jessica L. Beyer

in Expect Us: Online Communities and Political Mobilization

Published in print:
2014
Published Online:
August 2014
ISBN:
9780199330751
eISBN:
9780199395026
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199330751.003.0001
Subject:
Political Science, American Politics

Chapter 1 articulates the central research question, outlines the argument in the book, explains the four cases, and unpacks major concepts. It articulates the argument that key structural features ... More


Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life

Robert M. Geraci

Published in print:
2014
Published Online:
April 2014
ISBN:
9780199344697
eISBN:
9780199374731
Item type:
book
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199344697.001.0001
Subject:
Religion, Theology

Video games and virtual worlds can rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Online communication provided new ... More


Cults

William Sims Bainbridge

in eGods: Faith versus Fantasy in Computer Gaming

Published in print:
2013
Published Online:
May 2013
ISBN:
9780199935819
eISBN:
9780199333042
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199935819.003.0009
Subject:
Religion, Religion and Society

Cults are novel or deviant religious groups, typically small and new, that function as subcultures or even distinct cultures in their own right. They abound in computer games, and one of the most ... More


Priests

William Sims Bainbridge

in eGods: Faith versus Fantasy in Computer Gaming

Published in print:
2013
Published Online:
May 2013
ISBN:
9780199935819
eISBN:
9780199333042
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199935819.003.0005
Subject:
Religion, Religion and Society

Many avatars in computer games play the role of priest, cleric, or monk. Typically they represent a cult or Pagan denomination, and their role is magical healing rather than moral instruction or ... More


Enchantment, Inc.: Online Gaming Between Spiritual Experience and Commodity Fetishism

Stef Aupers

in Things: Religion and the Question of Materiality

Published in print:
2012
Published Online:
January 2013
ISBN:
9780823239450
eISBN:
9780823239498
Item type:
chapter
Publisher:
Fordham University Press
DOI:
10.5422/fordham/9780823239450.003.0020
Subject:
Religion, Religion and Society

This chapter discusses the popular genre of online computer games rooted in the “fantasy” genre (Tolkien in particular) and exemplified by World of Warcraft. His analysis, as we have seen, leads to a ... More


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