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    Establishment of a new AAR-Seminar "Video Gaming and Religion"
    Report on the establishment of a new AAR seminar "Video Gaming and Religion".
    Wissenschaftlicher Artikel
    Band:
      565  131
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    The Changing Role of Religion in Societies Emerging from Covid-19. Research Project Methodology
    (2026-02) ;
    Lefebvre, Solange
    ;
    Ganiel, Gladys
    This working paper presents the comprehensive methodological framework of a transnational research project examining the changing role of religion in societies emerging from the COVID-19 pandemic. The study compares four contexts—Canada, Germany, Ireland/Northern Ireland, and Poland. The research employs a mixed-methods approach organized around three core areas: discourses about health, illness, and science; relationships with governments and policymakers; and digital innovations. Within each context, researchers analyzed two majority religious groups (typically Roman Catholic and Protestant churches) and one to two minority groups (including Islam, Judaism, Orthodox Christianity, Jehovah’s Witnesses, Humanism, and the Anthroposophical Society). The methodology integrated four complementary approaches: (1) qualitative content analysis of official public documents; (2) analysis of religious media articles; (3) online questionnaires distributed to religious leaders and members; and (4) episodic interviews across all contexts. All qualitative data were analyzed using a unified deductive coding system developed from the three core research areas, ensuring comparability across different languages, religious traditions, and document types. This methodological framework enabled systematic comparison at three levels: between majority and minority religious groups, across different national contexts, and among varying theological and social positions. The design balances standardized comparative analysis with context-specific insights, addressing both official institutional positions and individual member perspectives. This paper provides detailed documentation of sampling procedures, data collection instruments, coding systems, and analytical approaches to support transparent and replicable research on religion’s evolving societal role during global crises.
    Buch
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      46  32
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    Interview With Ben Joseph P. Banta, Founder Of Ranida Games
    Interview With Ben Joseph P. Banta, Founder Of Ranida Games
    Wissenschaftlicher Artikel
    Band:
      558  148
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    Interview With The Creator Of Boo! Dead Ka! Game
    Interview with With Kurt Prieto, Games Designer Of Boo! Dead Ka! Game
    Wissenschaftlicher Artikel
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      498  147
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      42  43
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    Paradise Lost: Value Formations as an Analytical Concept for the Study of Gamevironments
    This article argues that researchers of religion and video gaming, including but not limited to gamevironments, should now leave their initial use of the category of religion behind. While religion might work for interpreting explicit religious elements in the content of a video game, it misses the majority of underlying or implicit religious topics within the game and gameplay as well as the surrounding media platforms. We argue that value formations rather than religion, is a better analytic category to understand how gamevironments generate meaning and reflect or undermine broader social and cultural discourses and how this is connected to religion. Value formation indicates the collections and systematization of interdependent and entangled values, which are the production, product, and reproduction of values. Our concept of value formations derives from a social-constructivist approach, which understands values not as timeless, essential, universal or static, but rather as constructed by specific social locations. Values are therefore discourses and practices that are constantly (re)defined and (re)negotiated by competing actors according to time, context, and skill. These actors can be individual persons, groups, or organizations. In contrast to a normative or critical perspective, our goal is not to evaluate these values, but rather analyze how the different individual and collective actors (re)define and understand something as value. To support our argument, this article analyses three case studies. First, we describe our case study, the gamevironments of Far Cry 5’s mission Paradise Lost (2018). Second, we offer a theory of value formations, which gives a working definition, a short genealogy, as well as relates value to the concepts of ethics, aesthetics, and norms. Third, we put these to work by investigating value formations in Far Cry 5’s gamevironments, which include both its gameplay as well as peripheral media platforms. We conclude by outlining how the concept of value formations adds to the study of video games overall and gamevironments particularly
    Wissenschaftlicher Artikel
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      1336  757
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    Current Key Perspectives in Video Gaming and Religion: Theses by Kerstin Radde-Antweiler.
    Current Key Perspectives in Video Gaming and Religion.
    Wissenschaftlicher Artikel
    Band:
      730  235
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    Video Gaming, Let's Plays, and Religion: The Relevance of Researching gamevironments.
    (2014) ;
    Waltemathe, Michael
    ;
    Zeiler, Xenia
    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.
    Wissenschaftlicher Artikel
    Band:
      1328  562
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      29  39
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    Interview With Ryan Sumo, Lead Artist/Business Developer At Squeaky Wheel Studio
    Interview with Ryan Sumo, Lead Artist/Business Developer at Squeaky Wheel Studio
    Wissenschaftlicher Artikel
    Band:
      535  151