Document details

Fictional Practices of Spirituality I: Interactive Media

Bielefeld: transcript (2023), 476 pp.

Series: Culture & Theory

ISBN 978-3-8376-6192-7 (print)

CC BY-NC-ND

"Fictional 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 video games 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 video game geography, religion in video games and spiritual acts and their dramaturgic function in video games, 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." (Publisher description)
Introduction
When Faust Entered the Holodeck… / Felix Schniz and Leonardo Marcato, 9
PART I - ROLE- PLAY AND SPIRITUALITY
The Epiphany Experiment: Role-Playing for Personal Transformation / Sarah Lynne Bowman, 23
Play to Find Yourself: Using Tabletop Role-Playing Games in Spiritual Direction / Menachem Cohen, 53
The Hunter Will Take You: Seeking Spiritual Experiences within Live Action Role-Play / Anna Milon, 85
PART IIA - PRACTICE: GAME DESIGN
Conjuring The Witch's Way: Game Design as Magic and Spiritual Practice / Doris C. Rush and Andrew M. Phelps, 109
Practicing Dying: How Role-Playing Games Can Help Us Accept Death and Boost Our Quality of Life / Kjell Hedgard Hugaas, 137
PART IIB - PRACTICE: RESEARCH
Exploring Applications of Videogame Magic through Tumblr's Pop Culture Witchcraft / A. Rose Johnson, 161
Where the Magic is: Ceremonial Magic as a Design Perspective for Mixed Reality Immersive Experiences / Maria Saridaki and Mariza Dima, 187
PART IIIA -VIDEOGAMES: EXPERIENCE
I Believe in Videogames: A Medium's Potential for Spiritual Experiences / Felix Schniz, 211
Fittingly Violent: Narrative Properties of Violence in Digital Games / Frank G. Bosman, 239
PART IIIB - VIDEOGAMES: PERSPECTIVE
Neo- Human Spirituality and Digital Games / Leonardo Marcato, 265
Sacred Places and Spatial Design in Fantasy- themed Isometric cRPGs / Mateusz Felczak, 287
Franchised Esotericism: Religion as a Marketing Strategy for the Assassin's Creed Franchise / Lars de Wildt, 301
PART IIIC - VIDEOGAMES: FROM THE EAST
Ex Anankes: Cultural Syncretism and the Experience of Necessitation in Saint Seiya: The Hades' Gameplay / Graziana Ciola and Francesca Samà, 321
"At the Same Time ... Both Truth and Fiction": Interrelation(s) of Psychology, Faith, and the Esotericism of the JRPG / David Stevenson, 347
Religion and Spirituality in NieR: Automata / Marco Seregni and Francesco Toniolo, 373
Negotiating Spiritual Uncertainty through the Lens of Videogames: Individual and Societal Struggles with Belief Systems in the Dragon Age and Hate Series / Sarah Faber, 397
Religion According to Bioware: Religious Dimensions of Chantry in Dragon Age: Inquisition / Leonid Moyzhes, 411
Light, Blood, Stone, and Order: The Religious Beliefs and Systems of Dragon Age / Christine Tomlinson, 441
PART IV - CONCLUDING THOUGHTS
Unlocking the Spiritual Potential of Games: Reflections and Future Directions / Michele Fanelli and Magdalena M. Strobl, 465