eGods
Faith versus Fantasy in Computer Gaming
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- USD 27.99
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- USD 27.99
Descripción editorial
What is the relationship between religion and multi-player online roleplaying games? Are such games simply a secular distraction from traditional religious practices, or do they in fact offer a different route to the sacred?
In eGods, a leading scholar in the study of virtual gameworlds takes an in-depth look at the fantasy religions of 41 games and arrives at some surprising conclusions. William Sims Bainbridge investigates all aspects of the gameworlds' religious dimensions: the focus on sacred spaces; the prevalence of magic; the fostering of a tribal morality by both religion and rules programmed into the game; the rise of cults and belief systems within the gameworlds (and how this relates to cults in the real world); the predominance of polytheism; and, of course, how gameworld religions depict death. As avatars are multiple and immortal, death is merely a minor setback in most games. Nevertheless, much of the action in some gameworlds centers on the issue of mortality and the problematic nature of resurrection. Examining EverQuest II, Lord of the Rings Online, Rift, World of Warcraft, Star Wars: The Old Republic, and many others, Bainbridge contends that gameworlds offer a new perspective on the human quest, one that combines the arts, simulates many aspects of real life, and provides meaningful narratives about achieving goals by overcoming obstacles. Indeed, Bainbridge suggests that such games take us back to those ancient nights around the fire, when shadows flickered and it was easy to imagine the monsters conjured by the storyteller lurking in the forest.
Arguing that gameworlds reintroduce a curvilinear model of early religion, where today as in ancient times faith is inseparable from fantasy, eGods shows how the newest secular technology returns us to the very origins of religion so that we might "arrive where we started and know the place for the first time."
PUBLISHERS WEEKLY
In the last decade, video games have received increasing visibility and entered mainstream culture. Bainbridge, a sociologist of religion, participated in the enormous changes occurring in the video game world during this period by presenting an ethnography of religions in virtual online worlds. Using his in-depth research on massively multiplayer online role-playing games (MMORPGs) such as World of Warcraft, Bainbridge examines the use of deities, souls, quests, and other religious entities and concepts in video game narratives, arguing that such stories and playing mechanics (the technical framework of a game) constitute a medium through which players situate themselves in relation to contemporary religion. Bainbridge, who played the games to research them, endowed his blank MMORPG avatars with history and personality to emphasize the connections between the role-playing done in video games and in the real world. Though sometimes it is easy to stumble on the sheer amount of technical detail that Bainbridge provides, this admirable project legitimizes video games not only as a storytelling medium for entertainment, but also as reflections of history and modern culture to be critically analyzed.