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Literatur
Literatur zum Thema (digitale) Spiele und Religion,
Stand Mai 2016.
Ahn, Gregor; Miczek,
Nadja; Rakow, Katja (Hg.) (2011): Diesseits, Jenseits
und Dazwischen? Die Transformation und Konstruktion
von Sterben, Tod und Postmortalität. Bielefeld:
transcript Verlag
Adamowsky, Natascha (2002/2): „Was
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Adams, Paul C. (2010): „The
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Word & World 30, Nr. 3: 291-299
Aupers, Stef (2015): „Spiritual
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Playful Identities, hrsg. v. Valerie Frissen
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Aupers, Stef (2007): „’Better
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of Online Computer Games“. Fabula
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Bado-Fralick, Nikki; Sachs Norris,
Rebecca (2010): Toying with God. The World of
Religious Games and Dolls. Waco/Texas: Baylor
University Press
Bainbridge, William Sims (2013):
eGods: Faith Versus Fantasy in Computer Gaming.
Oxford: Oxford University Press
Bainbridge, William Sims (2010):
The Warcraft Civilization. Social Science in
a Virtual World. London: The MIT Press
Bainbridge, William Sims (2009):
„Religion and Gender in World of Warcraft“.
ARDA (Association of Religion Data Archives). www.thearda.com
(22.4.15)
Bainbridge, William Sims; Bainbridge,
Wilma Alice (2007): „Electronic Game Research
Methodologies: Studying Religious Implications“.
Review of Religious Research 49. Nr. 1:
35-53
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(22.4.15)
Bartels, Klaus (2001/2): „Körper
ohne Gewicht. Über Götter, Spieler und
Avatare“. Ästhetik und Kommunikation
32, Nr. 115: 69-74
Bernauer, Lauren (2009): „‚Elune
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and Religions, and Their Real World Inspiration“.
Literature & Aesthetics 19, Nr. 2:
307-325
Bittarello, Maria Beatrice (2008):
„Another Time, Another Space. Virtual Worlds,
Myths and Imagination“. Online –
Heidelberg Journal of Religions on the Internet
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(22.4.15)
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I’m a god
“My name is
Richard Bartle, I’m professor of Computer Game
Design at the University of Essex, and I’m a
god. That’s literally a god, not metaphorically
a god.”
Richard Bartle
(2011): Gods and Games
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Bogost, Ian
(2007): Persuasive Games. The Expressive Power
of Videogames. Cambridge (MA)/London: The
MIT Press
Bornet, Philippe; Burger, Maya (Hg.) (2012):
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Brockmyer, Jeanne H. u.a. (2009): „The
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Journal of Experimental Social Psychology
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Burris, Christopher T.; Dow, Traci (2015):
„Lost in the Myst?: Narrative Video Gaming Decreases
Self-Reported Propensity for Spiritual/Religious
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Burris, Christopher T.; Redden, Elyse K. (2012):
„No Other Gods Before Mario?: Game Preferences
Among Atheistic and Religious Individuals“.
The International Journal for the Psychology
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Caillois, Roger (2001/1958): Man, Play
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Caillois, Roger (1988): Der Mensch und
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Csíkszentmihályi, Mihaly (2010):
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Avatars. Playing Video Games with God.
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Dery, Mark (1996): Cyber. Die Kultur der
Zukunft. Berlin: Volk & Welt
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More than
a little in common
„Religion and
games, Doom and Buddhism may seem like strange
bedfellows. But they have more than a little in
common.“
Charles Cameron (1997).
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DeWitt Fletcher, Kathryn (2008): Geographies
of the Underworld: The Poetics of Chthonic Embodiment
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Eklund, Tof (2009): „The Kohen Gadol
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Feltmate, David (2010): „’You Wince
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Filipowich, Mark (2013): „Machine Gods. Religion
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Fullerton, Tracy (2009): „Reflections
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Furtwängler, Frank (2004): „Zahllose
Welten aus dem Nichts erzeugt. Computerspiele
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Ästhetik und Kommunikation 35,
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Gackenbach, Jayne (Hg.) (2012): Video Game
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Gackenbach, Jayne (2008): „Video Game
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Gamevironments. Games, Religion, and Stuff,
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Gärtner, Stefan (2003): „‚Entdecke,
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in Religionsunterricht am Beispiel des Computerspiels
‚Black & White‘“. Religionsunterricht
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Gazzard, Alison (2013): Mazes in Videogames:
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Gazzard, Alison; Peacock, Alan (2011): „Repetition
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Gazzard, Alison (2009): „Teleporter,
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Geraci, Robert M. (2014): Virtually Sacred:
Myth and Meaning in World of Warcraft and Second
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Geraci, Robert M. (2012): „Video Games
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47, Nr. 4: 735-756
Gibbs, Martin u.a. (2012): „Tombstones,
Uncanny Monuments and Epic Quests: Memorials
in World of Warcraft“. Game Studies
12, Nr. 1. gamestudies.org
(22.4.15)
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Higher states
of consciousness
“[C]learly video
game play captures gamers’ attention and enhances
it. … This absorption and flow overlap in ASC
[altered states of consciousness] experiences
and perhaps in the development of HSC [higher
states of consciousness] at its best but may also
lead to addiction at its worst.“
Jayne Gackenbach,
(2008).
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Godina, Bojan
(2007): Unsichtbare Religion des Subliminalen
Marketings in den Medien. Ein epochaltypischer
Beitrag zur Medienbildung bei Kindern und Jugendlichen
(Dissertation, Institut für Bildungswissenschaft,
Universität Heidelberg). archiv.ub.uni-heidelberg.de
(22.4.15)
Grimes, Ronald L.; Hüsken, Ute (Hg.) (2011):
Ritual, Media, and Conflict. Oxford
University Press
Haenni, Patrick (2009): „Religion and
technology: video games in the Arab world and
beyond – Interview with Vit Sisler“.
ReligioScope, 12.2.09. religion.info
(22.4.15)
Halter, Ed (2006b): „Play to Pray.
A history of Christan videogames“. Games
for Windows (Dezember): 44-46
Halter, Ed (2006c): „Islamogaming. Looking
for Videogames in the Muslim World“. Computer
Gaming World: 38-41
Heidbrink, Simone; Knoll, Tobias (Hg.) (2015):
Religion in Digital Games Respawned
(Online – Heidelberg Journal of Religions
on the Internet 10). journals.ub.uni-heidelberg.de
(22.4.15)
Heidbrink, Simone; Knoll, Tobias (Hg.) (2015):
Religion in Digital Games Reloaded. Immersion
into the Field (Online – Heidelberg
Journal of Religions on the Internet 7). journals.ub.uni-heidelberg.de
(22.4.15)
Heidbrink, Simone; Knoll, Tobias (Hg.) (2014):
Religion in Digital Games. Multiperspective
& Interdisciplinary Approaches (Online
– Heidelberg Journal of Religions on the
Internet 5). journals.ub.uni-heidelberg.de
(22.4.15)
Highland, Michael; Yu, Gino (2008): „Communicating
Inner Experience with Video Game Technology“.
Online – Heidelberg Journal of Religions
on the Internet 3.1: 267-289. www.michaelhighland.com
(22.4.15)
Højsgaard, Morten T.; Warburg Margit
(Hg.) (2005): Religion and Cyberspace.
London/New York: Routledge
Holmes, Eben (2010): „Strange Reality:
Glitches and Uncanny Play“ Eludamos
4, Nr. 2: 256-276
Huizinga, Johan (2004/1938): Homo Ludens. Vom
Ursprung der Kultur im Spiel. 19. Aufl.
Reinbek bei Hambrug: Rowohlt
Kästner, Sabrina (1999): „‚Die Lara
Croft ist viel cooler als der Super Mario‘.
Computerspiele im Religionsunterricht –
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Knopf, Tilmann (1996): Fantasy-Rollenspiele.
Eine neue Herausforderung für Religionsunterricht,
Jugendarbeit und Erwachsenenbildung. Analyse
und Ansätze für den Umgang mit dem
Problemkreis. Praxisarbeit im 2. Lehrvikariatsjahr.
www.rpgstudies.net
(22.4.15)
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God Video
game to cultivate ‘inner peace’
„Our challenge
today is towards developing effective methods
for creating experiences that cultivate ‘inner
peace.’ We believe that digital media technologies,
specifically video games, offer a solution to
this problem.”
Michael Highland/Gino
Yu. (2008).
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Köhler-Goigofski,
Klaus-Dieter; Scholtz, Christopher P. (2006): „Computerspiele
im Religionsunterricht. Rahmenbedingungen, Ziele
und Methoden für den Einsatz eines neuen Mediums“.
Theo-Web. Zeitschrift für Religionspädagogik
5, Nr. 2: 295-308
Krüger, Oliver (2012): Die Mediale Religion.
Probleme und Perspektiven der religionswissenschaftlichen
und wissenssoziologischen Medienforschung.
Bielefeld: transcript Verlag.
Krüger, Oliver (2004): Virtualität
und Unsterblichkeit. Die Visionen des Posthumanismus.
Freiburg i. Br.: Rombach Verlag
Krzywinska, Tanya (2006): „Blood Scythes,
Festivals, Quests, and Backstories. World Creation
and Rhetorics of Myth in World of Warcraft“.
Games and Culture 1, Nr. 4: 383-396
Lange, Andreas (1994): Die Geschichten der
Computerspiele, betrachtet unter mythentheoretischen
Gesichtspunkten (Magisterarbeit, Institut
für Religionswissenschaft, Freie Universität
Berlin)
Loftus, Tom. (2003). “God in the console.
Looking for religion in video games”. MSNBC.
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(22.4.15)
Love, Mark Cameron (2010): „Not-So-Sacred
Quests: Religion, Intertextuality and Ethics in
Video Games“. Religious Studies and
Theology 29, Nr. 2: 191-213
Martin, Paul (2011b): „The Pastoral and
the Sublime in Elder Scrolls IV: Oblivion“.
Game Studies 11, Nr. 3. http://gamestudies.org/1103/articles/martin
(22.4.15)
McFarland, John R. (1982): „The Theology
of Pac-Man“. Christian-Century
99, Nr. 29: 956-958. www.religion-online.org
(22.4.15)
Miczek, Nadja (2010): „Von betenden Avataren
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Überlegungen zur religionswissenschaftlichen
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(22.4.15)
Moreman, Christopher M.; Lewis, A. David (Hg.)
(2014): Digital Death: Mortality and Beyond
in the Online Age. Santa Barbara: ABC-CLIO
Mukherjee, Souvik (2012): „Vishnu and the
Videogame: The Videogame Avatar and Hindu Philosophy“
(Beitrag zur Philosophy of Computer Games Conference
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(22.4.15)
Mukherjee, Souvik (2009): „‚Remembering
How You Died‘: Memory, Death, and Temporality
in Videogames“. Beraking New Ground:
Innovation in Games, Play, Practice and Theory.
Proceedings of DiGRA 2009. www.digra.org
(22.4.15)
Neitzel, Britta (2001/2): „Die Frage nach
Gott oder Warum spielen wir eigentlich so gerne
Computerspiele?“ Ästhetik und Kommunikation
32, Nr. 115: 61-67
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The magic
circle
„All play moves
and has its being within a play-ground marked
off beforehand either materially or ideally, deliberately
or as a matter of course. Just as there is no
formal difference between play and ritual, so
the ‘consecrated spot’ cannot be formally distinguished
from the play-ground. The arena, the card-table,
the magic circle, the temple, the stage, the screen,
the tennis court, the court of justice, etc, are
all in form and function play-grounds, i.e. forbidden
spots, isolated, hedged round, hallowed, within
which special rules obtain. All are temporary
worlds within the ordinary world, dedicated to
the performance of an act apart.“
Johan Huizinga (1949).
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Oerter, Rolf
(1993): Psychologie des Spiels. Ein handlungstheoretischer
Ansatz. München: Quintessenz
Oldenburg, Aaron (2011): „Simulating
religious faith“. Journal of Gaming
and Virtual Worlds 3, Nr. 1: 51-56
Pezzoli-Olgiati, Daria; Schlag,
Thomas (Hg.) (2011): Vom Avatar bis zur Zauberei.
Religion im Spiel. Zürich: TVZ
Pias, Claus (2002): Computer
Spiel Welten. Zürich/Berlin: diaphanes
Pinchbeck, Dan; Stevens, Brett
(2006): Ritual Co-location: Play, Consciousness
and Reality in Artificial Environments. Dept.
of Creative Technologies, University of Portsmouth,
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(22.4.15)
Pirner, Manfred L. (2001): „Messias
spielen. Der Erlösermythos als Computerspiel“.
Religion heute 48: 260-262
Plate, S. Brent (2010): „Religion
is Playing Games: Playing Video Gods, Playing
to Play“. Religious Studies and Theology
29, Nr. 2: 215-230
Radde-Antweiler, Kerstin (2008):
„‚Virtual Religion‘. An Approach to
a Religious and Ritual Topography of Second Life“.
Online – Heidelberg Journal of Religions
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(22.4.15)
Radde-Antweiler, Kerstin (2006):
„Rituals Online. Transferring and Designing
Rituals“. Online – Heidelberg
Journal of Religions on the Internet 2.1.
archiv.ub.uni-heidelberg.de
(22.4.15)
Rushkoff, Douglas (1994): Cyberia.
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(22.4.15)
Salen, Katie; Zimmerman, Eric
(2004): Rules of Play. Game Design Fundamentals.
Cambridge (MA)/London: The MIT Press
Scholz, Oscar (2006): „Spiritualität
in Kinofilmen und Computerspielen?“ Erziehungskunst
70, Nr. 9: 959-965
Schut, Kevin (2013): Of Games
and God. A Christian Exploration of Video Games.
Brazos Press
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Pac-Man
„Pac-Man is the
story of life as we hear it in the Judeo-Christian
tradition; it is the most thoroughly theological
of all the video games.“
John Robert McFarland
(1982). The Theology of Pac-Man.
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Sicart, Miguel
(2009): The Ethics of Computer Games. Cambridge
(MA)/London: The MIT Press
Šisler, Vít (2009):
„Video Games, Video Clips, and Islam: New
Media and the Communication of Values“.
Muslim Societies in the Age of Mass Consumption,
hrsg. v. Johanna Pink. Newcastle: Cambridge Scholars
Publishing: 231–258
Snodgrass Jeffrey G. u.a. (2011):
„Magical Flight and Monstrous Stress: Technologies
of Absorption and Mental Wellness in Azeroth.
Culture, Medicine, and Psychiatry 35,
Nr. 1: 26-62
Stam, Kathryn; Scialdone, Michael
(2008): „Where Dreams and Dragons Meet.
An Ethnographic Analysis of two Examples of Massive
Multiplayer Online Role-Playing Games (MMORPGs)“.
Online 03.1. journals.ub.uni-heidelberg.de
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Steffen, Oliver (2008): „High-speed
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(Lizentiatsarbeit im Fach Religionswissenschaft,
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(4.5.14)
Steffen, Oliver (2006): Daedra
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Inhalt in einem Fantasie Computer-Rollenspiel
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(4.5.14)
Tamatea, Laurence (2011): „HALO
3 Pedagogy and Christian Ministry: A Curriculum
and Context Relationship for Preservice Teachers“.
Review of Education, Pedagogy & Cultural
Studies 33, Nr. 1: 48-75
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Every Game has a Creator
„Just like the Christian notion of the universe, every game has a creator and that creator has a special plan in mind for you.”
David Thomas. (2003).
The Theology of Games
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Thomas, David
(2003). „The Theology of Games“. Buzzcut.
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(22.4.15)
Turkle, Sherry (1984): Die Wunschmaschine.
Vom Entstehen der Computerkultur. Reinbek:
Rowohlt
Van Harskamp, Anton u.a. (Hg.) (2006): Playful
Religion. Challenges for the Study of Religion.
Essays by André Droogers and Peter B. Clarke,
Grace Davie, Sidney M. Greenfield, Peter Versteeg.
Delft: Eburon Academic Publishers
Wagner, Rachel (2013): „God in the Game:
Cosmopolitanism and Religious Conflict in Video
Games“. Journal of the American Academy
of Religion 81, Nr. 1: 249-261. jaar.oxfordjournals.org
(22.4.15)
Wagner, Rachel (2012): Godwired. Religion,
Ritual and Virtual Reality. New York: Routledge
Waltemathe, Michael (2003): „Religionsunterricht
als Raum für Computer-Spiel-Kultur“.
Magazin für Theologie und Ästhetik
24. www.theomag.de
(22.4.15)
Wessely, Christian (1998): „Götter
mit kleinen Fehlern – mythologische Aspekte
von Computerspielen“. Spektrum der Wissenschaft
12: 112
Wessely, Christian (1997): Von Star Wars, Ultima
und Doom: mythologisch verschleierte Gewaltmechanismen
im kommerziellen Film und in Computerrollenspielen
(Europäische Hochschulschriften, Reihe 23,
Bd. 612). Frankfurt a.M. u.a.: Peter Lang
Wessely, Christian (1995): „Auf den Spuren
des Mythos in Computerspielen“. Communicatio
Socialis 28, Nr. 4: 349-377
Wirth, Elizabeth (2001): „For mine is the
kingdom …: playing God with computer games“.
Regeneration-Quarterly 7, Nr. 3: 21-23
Wolf, Mark J. P.; Perron, Bernard (Hg.) (2014):
The Routledge Companion to Video Game Studies.
Routledge
Wunderlich, Ralf (2012): Der kluge Spieler
und die Ethik des Computerspielens (DIGAREC
Series 07). Universitätsverlag Potsdam. opus.kobv.de
(22.4.15)
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Mythologische
Verarbeitung
„In einer
einerseits hochtechnisierten und entmythologisierten
Welt, in einer Zeit, in der andererseits die Beherrschbarkeit
der mit der Technik verbundenen Risiken immer
fraglicher wird, ... findet hier möglicherweise
eine mythologische Verarbeitung aus der realen
Welt stammender Ängste und Probleme statt.
Die realen Probleme und Bedrohungen werden als
undurchsichtig, die eigene Rolle als ohnmächtige
und ausgelieferte erlebt.“
Tillmann Knopf. (1996).
Fantasie-Rollenspiele
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Faith Fighter
„Choose
your belief and kick the shit out of your enemies.
Give vent to your intolerance. Religious hate
has never been so much fun.“
Spielanleitung auf
der Webseite von Molleindustria.
Journey to
Wild Divine
„Build
stairways with your breath, open doors with meditation,
juggle balls with your laughter, and so much more.
The Journey makes biofeedback, a popular method
?? of alternative health care, easily accessible
and empowers you to take mind-body wellness, literally,
into your own hands.“
Produktbeschreibung
auf der Webseite.
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High-speed
meditation
„There must be a reason why so many of the
people I know who enjoy videogames describe racing
a good lap in Colin McRae Rally or clearing waves
in Defender as a ‚Zen‘ experience. This
is understood to be shorthand for a kind of high-speed
meditation.“
Steven Pole. (2000). Tri??gger Happy.
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Larger cultural
shifts at work
„I would
argue that the uptake of new media by religious
practioners and the resulting forms of religion
online points to larger cultural shifts at work
in the practice and perception of religion in
society. New media tools support networked forms
of community, encourage experimentation with religious
??
identity construction and self-presentation and
promote the drawing from multiple and divergent
religious sources and encounters simultaneously.
This encourages an open, fluid and individualized
form of religious engagement ,which compliments
what many scholars have noted as a move towards
“lived religion” where media resources
serve as tools to help redefine religious practice
contemporary life.“
Heidi Campbell
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Game Studie
Mission
„Our Mission
- To explore the rich cultural genre of games;
to give scholars a peer-reviewed forum for their
ideas and theories; to provide an academic channel
for the ongoing discussions on games and gaming.“
Game Studies –
The International Journal of Computer Game Reserach
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Ein Forschungsprojekt
des Instituts für Religionswissenschaft Bern, gefördert
vom Schweizerischen Nationalfonds (SNF) |
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