"What would Jesus play?": actor-centered perspectives on gaming and gamers (in lieu of an Introduction)

Using the example of the US American Christian initiative GameChurch and their goals and activities in the context of digital games, the authors emphasize the significance of applying an actor-centered perspective on the research of digital gamers and the socio-cultural practice of ‘gaming’. While...

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Bibliographic Details
Main Authors: Heidbrink, Simone (Author) , Knoll, Tobias (Author) , Wysocki, Jan (Author)
Format: Article (Journal)
Language:English
Published: 2015
In: Online - Heidelberg journal of religions on the internet
Year: 2015, Volume: 7, Pages: 1-16
ISSN:1861-5813
DOI:10.11588/rel.2015.0.18505
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Online Access:Verlag, kostenfrei, Volltext: http://nbn-resolving.de/urn:nbn:de:bsz:16-rel-185058
Verlag, kostenfrei, Volltext: http://dx.doi.org/10.11588/rel.2015.0.18505
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Author Notes:Simone Heidbrink, Tobias Knoll, Jan Wysocki
Description
Summary:Using the example of the US American Christian initiative GameChurch and their goals and activities in the context of digital games, the authors emphasize the significance of applying an actor-centered perspective on the research of digital gamers and the socio-cultural practice of ‘gaming’. While game-immanent topics might be the most obvious area of study, the focus on gamers and their in-game conduct offers exceptionally deep insights into the interconnections of in-game content with the religious disposition of the gamers. Thus, an actor-centered approach can generate important new data and perspectives for the analysis of contemporary (religious) meaning-making processes within individual and group-based pop-cultural contexts.
Physical Description:Online Resource
ISSN:1861-5813
DOI:10.11588/rel.2015.0.18505