Halos and Avatars
Title | Halos and Avatars PDF eBook |
Author | Craig Detweiler |
Publisher | Westminster John Knox Press |
Pages | 258 |
Release | 2010-01-25 |
Genre | Religion |
ISBN | 1611640040 |
Craig Detweiler's collection of up-to-the-minute essays on video games' theological themes (and yes, they do exist!) is an engaging and provocative book for gamers, parents, pastors, media scholars, and theologians--virtually anyone who has dared to consider the ramifications of modern society's obsession with video games and online media. Together, these essays take on an exploding genre in popular culture and interpret it through a refreshing and enlightening philosophical lens.
Halo Colouring Book
Title | Halo Colouring Book PDF eBook |
Author | Microsoft |
Publisher | Dark Horse Comics |
Pages | 99 |
Release | 2017-10-24 |
Genre | Comics & Graphic Novels |
ISBN | 1506705707 |
"The art of war. Your artistic skills will be tested, Spartan. Arm yourself and prepare for intense coloring action as you drop into forty-four black-and-white original illustrations filled with your favorite characters and vehicles from the Halo® franchise. Create patterns and add some color to Master Chief, the UNSC Infinity, and more!"--Page 4 of cover
Halo: Point of Light
Title | Halo: Point of Light PDF eBook |
Author | Kelly Gay |
Publisher | Gallery Books |
Pages | 336 |
Release | 2021-03-02 |
Genre | Fiction |
ISBN | 1982147865 |
An original full-length novel set in the Halo universe and based on the New York Times bestselling video game series! August 2558. Rion Forge was once defined by her relentless quest for hope amidst the refuse and wreckage of a post-Covenant War galaxy—years spent searching for family as much as fortune. But that was before Rion and the crew of her salvager ship Ace of Spades encountered a powerful yet tragic being who forever altered their lives. This remnant from eons past, when the Forerunners once thrived, brought with it a revelation of ancient machinations and a shocking, brutal history. Unfortunately, the Ace crew also made dire enemies of the Office of Naval Intelligence in the process, with the constant threat of capture and incarceration a very real possibility. Now with tensions mounting and ONI forces closing in, Rion and her companions commit to this being’s very personal mission, unlocking untold secrets and even deadlier threats that have been hidden away for centuries from an unsuspecting universe....
Halo: Shadow of Intent
Title | Halo: Shadow of Intent PDF eBook |
Author | Joseph Staten |
Publisher | Titan Books |
Pages | 93 |
Release | 2015-12-11 |
Genre | Fiction |
ISBN | 1785652036 |
After decades of combat against the humans and then the traitorous Covenant Prophets, the Sangheili warrior Rtas 'Vadum—the Half-Jaw—has earned a long rest. But not all of the Prophets perished in their holy city, High Charity, and now one of their fearsome Prelates has sworn his vengeance. This powerful threat has set a cataclysmic plan in motion—a plan to lure the Half-Jaw into a trap that will herald the utter destruction of the entire Sangheili race...
iPod, YouTube, Wii Play
Title | iPod, YouTube, Wii Play PDF eBook |
Author | Dr. Brent Laytham |
Publisher | Wipf and Stock Publishers |
Pages | 215 |
Release | 2012-10-10 |
Genre | Religion |
ISBN | 1621894606 |
Should Christians w00t or wail about the scope and power of modern entertainment? Maybe both. But first, Christians should think theologically about our human passion to be entertained as it relates to the popular culture that entertains us. Avoiding the one-size-fits-all celebrations and condemnations that characterize the current fad of pop culture analyses, this book engages entertainments case by case, uncovering the imaginative patterns and shaping power of our amusements. Individual chapters weave together analyses of entertainment forms, formats, technologies, trends, contents, and audiences to display entertainment as a multifaceted formational ecology.
Playing with Religion in Digital Games
Title | Playing with Religion in Digital Games PDF eBook |
Author | Heidi A. Campbell |
Publisher | Indiana University Press |
Pages | 314 |
Release | 2014-04-28 |
Genre | Games & Activities |
ISBN | 0253012635 |
Shaman, paragon, God-mode: modern video games are heavily coded with religious undertones. From the Shinto-inspired Japanese video game Okami to the internationally popular The Legend of Zelda and Halo, many video games rely on religious themes and symbols to drive the narrative and frame the storyline. Playing with Religion in Digital Games explores the increasingly complex relationship between gaming and global religious practices. For example, how does religion help organize the communities in MMORPGs such as World of Warcraft? What role has censorship played in localizing games like Actraiser in the western world? How do evangelical Christians react to violence, gore, and sexuality in some of the most popular games such as Mass Effect or Grand Theft Auto? With contributions by scholars and gamers from all over the world, this collection offers a unique perspective to the intersections of religion and the virtual world.
Virtually Sacred
Title | Virtually Sacred PDF eBook |
Author | Robert M. Geraci |
Publisher | Oxford University Press |
Pages | 369 |
Release | 2014-06-13 |
Genre | Religion |
ISBN | 0199344701 |
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.