Virtually Sacred


Book Description

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 M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, 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.




Virtually Sacred


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Our Lives, Our Fortunes and Our Sacred Honor


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Describes the political, diplomatic, and military challenges faced by the delegates from the 13 colonies at the Continental Congress and how they came together to agree to free themselves from British rule and forge independence for America.




Godwired


Book Description

Godwired offers an engaging exploration of religious practice in the digital age. It considers how virtual experiences, like stories, games and rituals, are forms of world-building or "cosmos construction" that serve as a means of making sense of our own world. Such creative and interactive activity is, arguably, patently religious. This book examines: the nature of sacred space in virtual contexts technology as a vehicle for sacred texts who we are when we go online what rituals have in common with games and how they work online what happens to community when people worship online how religious "worlds" and virtual "worlds" nurture similar desires. Rachel Wagner suggests that whilst our engagement with virtual reality can be viewed as a form of religious activity, today’s virtual religion marks a radical departure from traditional religious practice – it is ephemeral, transient, rapid, disposable, hyper-individualized, hybrid, and in an ongoing state of flux.










The World's Living Religions


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Motel of the Mysteries


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It is the year 4022; all of the ancient country of Usa has been buried under many feet of detritus from a catastrophe that occurred back in 1985. Imagine, then, the excitement that Howard Carson, an amateur archeologist at best, experienced when in crossing the perimeter of an abandoned excavation site he felt the ground give way beneath him and found himself at the bottom of a shaft, which, judging from the DO NOT DISTURB sign hanging from an archaic doorknob, was clearly the entrance to a still-sealed burial chamber. Carson's incredible discoveries, including the remains of two bodies, one of then on a ceremonial bed facing an altar that appeared to be a means of communicating with the Gods and the other lying in a porcelain sarcophagus in the Inner Chamber, permitted him to piece together the whole fabric of that extraordinary civilization.




Music in the Church


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Virtual Pilgrimages in the Convent


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'Walking in Christ's footsteps' was a devotional ideal in the late Middle Ages. However, few nuns and religious women had the freedom or the funding to take the journey in the flesh. Instead they invented and adjusted devotional exercises to visit the sites virtually. These exercises, largely based on real pilgrims' accounts, made use of images and objects that helped the beholder to imagine walking alongside Christ during his torturous march to Calvary. Some provided scripts whereby votaries could animate paintings and sculptures. Others required the nun to imagine her convent as a miniature model of Jerusalem. This volume is grounded in more than a dozen texts from manuscripts written by medieval nuns and religious women, which appear here transcribed and translated for the first time, and a multiplicity of (occasionally three-dimensional) images. They attest to the ubiquity and variety of virtual pilgrimages among religious women and help to reveal the functions of certain late medieval devotional images.