"Digital Religion refers to the contemporary practice and understanding that religion takes place in both online and offline contexts, and how these contexts intersect with each other. Scholars in this growing field of Digital Religion studies recognize that religion has been influenced by its engag
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ement with computer-mediated digital spaces, including not only the Internet, but other emerging technologies, such as mobile phones, digital wearables, virtual reality, and artificial intelligence. The Oxford Handbook of Digital Religion provides a comprehensive overview of religion as seen and performed through various platforms and cultural spaces created by digital technology. The text covers religious interaction with a wide range of digital media forms (including social media, websites, gaming environments, virtual and augmented realities, and artificial intelligence) and highlights examples of technological engagement and negotiation within the major world religions (i.e., Buddhism, Christianity, Hinduism, Islam, and Judaism). Additional sections cover the global manifestations of religious community, identity, ethics, and authority, with a final group of chapters addressing emerging technologies and the future of the field." (Publisher description)
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"This book offers a critical and systematic survey of the study of religion and digital media. It covers religious engagement with a wide range of digital media forms and highlights examples of new media engagement in all five of the major world religions. From mobile apps and video games to virtual
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reality and social media, the book provides a detailed review of major topics including ritual, identity, community, authority, and embodiment, includes a series of engaging case studies to illustrate and elucidate the thematic explorations, considers the theoretical, ethical, and theological issues raised [...] Thoroughly updated throughout with new case studies and in-depth analysis of recent scholarship and developments, this new edition provides a comprehensive overview of this fast-paced, constantly developing, and fascinating field." (Publisher description)
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"Divided into two sections, the chapters included in the first section of the book present case studies from five major religions: Christianity, Islam, Buddhism, Hinduism and Judaism and their engagement with digitalization. The second section of the volume explores the moral, ideological but also o
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ntological implications of our increasingly digital lives." (Publisher description)
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"Contributors consider the ways Buddhism plays a role and is present in digital media through a variety of methods including concrete case studies, ethnographic research, and content analysis, as well as interviews with practitioners and cyber-communities. In addition to considering Buddhism in the
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context of technologies such as virtual worlds, social media, and mobile devices, authors ask how the Internet affects identity, authority and community, and what effect this might have on the development, proliferation, and perception of Buddhism in an online environment." (Publisher description)
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"Shaman, paragon, God-mode: modern video games are heavily coded with religious undertones. From the Shinto-inspired Japanese video game 'Okami' to the internationally popular 'The Legend of Zelda' and 'Halo', many video games rely on religious themes and symbols to drive the narrative and frame the
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storyline. 'Playing with Religion in Digital Games' explores the increasingly complex relationship between gaming and global religious practices. For example, how does religion help organize the communities in MMORPGs such as 'World of Warcraft'? What role has censorship played in localizing games like 'Actraiser' in the western world? How do evangelical Christians react to violence, gore, and sexuality in some of the most popular games such as 'Mass Effect' or 'Grand Theft Auto'?" (Publisher description)
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"Digital Religion offers a critical and systematic survey of the study of religion and new media. It covers religious engagement with a wide range of new media forms and highlights examples of new media engagement in all five of the major world religions. From cell phones and video games to blogs an
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d Second Life, the book provides a detailed review of major topics; includes a series of case studies to illustrate and elucidate the thematic explorations; considers the theoretical, ethical and theological issues raised." (Publisher description)
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