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Virtually Sacred
Robert M. Geraci
€ 75.12
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Description for Virtually Sacred
Robert Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with communities, a meaningful experience of history and human activity, and a sense of transcendence. Num Pages: 368 pages, 21 illus. BIC Classification: HRQ; JHB; UDBV; UYV. Category: (G) General (US: Trade). Dimension: 162 x 241 x 31. Weight in Grams: 616.
Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with communities, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the games, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to authentic sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are virtually sacred because they do religious work. They often do such work without regard for and frequently in conflict with traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.
Product Details
Publication date
2014
Publisher
Oxford University Press Inc United States
Number of pages
368
Condition
New
Number of Pages
368
Format
Hardback
Place of Publication
New York, United States
ISBN
9780199344697
SKU
V9780199344697
Shipping Time
Usually ships in 15 to 20 working days
Ref
99-11
About Robert M. Geraci
Robert M. Geraci is Professor in the Department of Religion at Manhattan College. He is the author of Apocalyptic AI: Visions of Heaven in Robotics, Artificial Intelligence, and Virtual Reality and many essays that analyze the ways in which human beings use technology to make the world meaningful. He was the principle investigator on a National Science Foundation grant to study virtual worlds and the recipient of a Fulbright-Nehru Senior Research Award (2012-2013), which allowed him to investigate the intersections of religion and technology at the Indian Institute of Science in Bangalore.
Reviews for Virtually Sacred
In Virtually Sacred, Robert Geraci argues that 'virtual worlds are now rearranging or replacing religious practice', competing with traditional religions and their stories in a new spiritual marketplace. This provocative book represents a major empirical and theoretical step forward for the study of digital religion, engaging seriously and thoughtfully with the history of religions, virtual anthropology and actor-network theory, and will make an essential contribution to the next generation of debates in the field of religion, media, and culture.
Tim Hutchings, CODEC, St . Durham University
This lucid but sophisticated book demonstrates that online virtual realities like World of Warcraft and Second Life allow the sacred to flourish in a secular society, encourage players to experiment with ethical issues, sustain community in an age when tribe is an obsolete concept, and offer not merely escape but transcendence.
William Sims Bainbridge, author of The Warcraft Civilization and eGods
Robert Geracis astute argument that video gamers discover enchantment, redemption, and transcendence in gaming deserves widespread attention. Virtually Sacred is one of the most original treatments of gaming and participation in virtual worlds I have ever read. The elegant, understated prose provides the perfect foil for Geracis unexpected, provocative foray into grasping the contours of religiosity in gaming and virtual worlds.
Bonnie Nardi, University of California, Irvine
Tim Hutchings, CODEC, St . Durham University
This lucid but sophisticated book demonstrates that online virtual realities like World of Warcraft and Second Life allow the sacred to flourish in a secular society, encourage players to experiment with ethical issues, sustain community in an age when tribe is an obsolete concept, and offer not merely escape but transcendence.
William Sims Bainbridge, author of The Warcraft Civilization and eGods
Robert Geracis astute argument that video gamers discover enchantment, redemption, and transcendence in gaming deserves widespread attention. Virtually Sacred is one of the most original treatments of gaming and participation in virtual worlds I have ever read. The elegant, understated prose provides the perfect foil for Geracis unexpected, provocative foray into grasping the contours of religiosity in gaming and virtual worlds.
Bonnie Nardi, University of California, Irvine