"There is a growing gap between the coverage of religion and the needs of the faithful–global desire for better coverage, understanding and representation of faith in media. 53%of respondents [of the online survey among 9,489 adults in 18 countries across six continents] say the media actively ign...ores religion as an aspect of society and culture today. 59% of respondents believe it’s important that the news media covers a diverse set of faith and religious perspectives or content. 63% of people globally said that high quality content on faith and religion is needed in their respective countries. People want faith and religious stereotypes to be addressed: 61% say media perpetuates these stereotypes rather than protects against them. 78% believe such stereotypes should get the same or more attention as race and gender stereotypes. 8 in 10 believe faith and religious groups must provide more relevant spokespeople. Over 85% want more diversity and lived experiences from these representatives (among those who feel faith and media groups must do more). Journalists feel that coverage of faith & religion is poor, inconsistent, and becoming more marginalized. They express fear around ’getting right’ religious coverage, particularly in largely secular newsrooms. Religious stories are not seen as a good fit for ‘hard’ news, easier to do ‘soft’ coverage and focus ‘hard’ news on times of controversy or scandal." (Findings at-a-glance, p.5)
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"A tese parte da constatação de que existem componentes do sagrado que podem determinar ou não as narrativas dos jogos eletrônicos, para investigar os elementos religiosos presentes nos operadores audiovisuais dos games, a partir dos referenciais teóricos da transdiciplinaridade-complexidade e ...dos arquétipos da psicologia analítica. A metodologia de pesquisa consiste na análise formal dos games, uma abordagem qualitativa na perspectiva ingame intitulada “gametnografia”, na qual o pesquisador/jogador realiza a pesquisa e análise dos componentes religiosos no próprio ato de jogar com o referencial de amostragem dos jogos digitais. Tais componentes são recorrentes, especialmente nos jogos de RPG, e despertam energias arquetípicas do sagrado no jogador. Esta tese doutoral, portanto, procura revisar o conceito de “sagrado” nos videogames, propor uma criteriologia para o estudo do fenômeno religioso nos jogos digitais e apontar caminhos para o Ensino Religioso na cultura digital." (Resumo)
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"This essay centres on the role of religion in the era of Covid-19. We juxtapose social media and religious practices in a way that challenges the conventional religion of the pulpit to deconstruct the myths and misconceptions around spirituality in the era of Covid-19. We show the transformation of... worship from physical worship places, particularly churches, to virtual engagements through social media. Through observation, close relations’ accounts, personal experiences and media perspectives, we analyze the politics that surrounded religious observances in the first 7 months of Covid-19 pandemic in Kenya. We make a case that, discoveries made in these seven and other months to come, will most likely influenced the myths and misconceptions about religion and religious practices in the country. From these accounts, we project a future that is likely to reap from the benefits of technology, and especially social media, which has revolutionized exchange of ideas, sermons, prayers and music. We challenge the very notion of pulpit religiosity, and the myths and misconceptions that religion cannot be without physical fellowships." (Abstract)
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"It is our sincerest hope that this guide will have provided you with a greater understanding about online child sexual exploitation. We hope it has also given you a clearer realisation of the important role that you and your faith community can play in helping to prevent and end this crime. Togethe...r, we can combine the spiritual maturity, influence, expertise and authority you carry as leaders in your community, with the technical experience gained from policymakers, law enforcement and child-focused experts to ensure this violence stops." (Conclusion, p.36)
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"Mixing religion and public diplomacy can produce volatile results, but in a world in which the dissemination and influence of religious beliefs are enhanced by new communications technologies, religion is a factor in many foreign policy issues and must be addressed. Faith is such a powerful part of... so many people's lives that it should be incorporated in public diplomacy efforts if they are to have meaningful resonance among the publics they are trying to reach." (Publisher)
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"[...] die Religion der Massenmedien ist ein gleicherweise komplexes wie diffuses Gebilde. Sie ist Welten entfernt von den klar geordneten Vorstellungen der monotheistischen Religionen. Sie ist eine Bilderreligion, auch da, wo sie mit bloßen Worten auskommen muss. Dem Bilderreichtum der Medienrelig...ion entspricht die Infantilisierung im Verhalten ihrer Gläubigen, besonders wenn diese sich dem Medienspektakel hingeben. Die Religion der Massenmedien manifiestiert sich als Religion des Spiels, als Glaube an die ungebrochene Dauer des Vergnügens. Dabei nehmen einzelne Gestalten das auf sich, was doch auch zur Realität menschlichen Lebens gehört und wovor die Vergnügten zurückschrecken: Armut, Krankheit, Tod werden religiösen Heroen wie Albert Schweitzer oder der Heroin Mutter Teresa überlassen." (Buchrücken)
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