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  4. Video Gaming, Let's Plays, and Religion: The Relevance of Researching gamevironments.
 
Zitierlink URN
https://nbn-resolving.de/urn:nbn:de:gbv:46-00104169-12

Video Gaming, Let's Plays, and Religion: The Relevance of Researching gamevironments.

Veröffentlichungsdatum
2014
Autoren
Radde-Antweiler, Kerstin  
Zusammenfassung
Many games "play" with religious symbols or construct symbolic universes to be understood as "religioscapes". It is not surprising that a lot of research from the narrative perspective focuses on game design and how religious symbols are transferred as well as transformed within the game. The crucial question, however, is this: are these symbols relevant to the gamers or do they just serve as decorative framing? The article discusses gamevironments as an analytical concept based on the actor-centered approach, which integrates the analysis of the game narratives with a view to combining the narrative and the ludic approaches. Thus, "games/gaming" - "environments" - in short gamevironments - comprises two levels: the technical environment of video games and gamersas well as the cultural environments of video games and gaming.The article deals with a specific example of what is one part of gamevironments. One new "environment" of games are the so-called "Let's Plays" - increasingly and widely popular self-recorded gaming videos in which the respective gamers, the "Let's Players", comment on their journey through the game as well as on various aspects of it.
Schlagwörter
Religion

; 

gamevironments

; 

media

; 

mediatization
Institution
Universität Bremen  
Fachbereich
Fachbereich 09: Kulturwissenschaften (FB 09)  
Institute
Institut für Religionswissenschaft und Religionspädagogik  
Dokumenttyp
Artikel/Aufsatz
Zeitschrift/Sammelwerk
gamevironments
Band
1
Seitenzahl
36
Zweitveröffentlichung
Nein
Sprache
Deutsch
Dateien
Lade...
Vorschaubild
Name

00104169-1.pdf

Size

1.02 MB

Format

Adobe PDF

Checksum

(MD5):43329cecefe4d42e963eea0e0057f07f

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