Gaming Religion?: Teaching Religious Studies with Videogames

Rachel Wagner
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引用次数: 1

Abstract

RACHELWAGNER As a scholar interested in the intersection between religion and culture, a few years ago I found myself wanting to teach about religion and videogames but not feeling especially competent to do so. This was around 2007, when the academic study of gaming was still new and little scholarship on religion and gaming existed. I knew a few people who were working on case studies of particular games, but what I most wanted to think about more theoretically was how gaming can work like religion. John Lyden had laid the theoretical groundwork for more careful study of religion and film in 2003 in his Film as Religion: Myths, Morals and Rituals. I wanted to use his work as a model, and provide students with the tools and language to think about gaming as a phenomenon with religious qualities. The problem was I didn’t know much about videogames, and I wasn’t very good at playing them. Furthermore, as a busy scholar and teacher, I didn’t have the time to immerse myself in fan culture or spend forty hours playing a single game. My solution was to involve my students in my own learning process. Over a period of several years, I taught three semester-long iterations of an upper level seminar called “Religion, Ritual, and Virtual Reality” as I worked on the manuscript of the related book, Godwired: Religion, Ritual and Virtual Reality. I spent the summer before the course creating the preliminary bibliography, then built the course around it. Each “unit” was affiliated with a projected chapter, and students worked through the bibliographical material with me, composing their own research questions and projects along the way. I wrote alongside them, discovering and synthesizing, asking questions for which I didn’t yet have the answers. Students thrived on the sense of co-discovery, and their insights were sometimes profound. After three iterations of the course, the book was finished, and several students had presented their own projects at local and regional venues.1 Right now, I am repeating this process as I teach the first of another series of upper level seminars that will result in my second book, to be focused on the intersection between violence, gaming, and popular apocalypticism. For this course, called “Religion, Media, Apocalypse,” we are again using selected videogames as part of a larger conversation about media and religion. We are also examining less interactive media like serialized television shows that explicitly evoke apocalyptic imagery as part of their negotiation of imaginations of the end times (Supernatural and Sleepy Hollow, for example). Any instructor who wants to learn about religion and gaming can adapt this kind of emergent teaching style in order to 
游戏的宗教吗?:用电子游戏教授宗教研究
作为一名对宗教和文化之间的交集感兴趣的学者,几年前我发现自己想要教授宗教和电子游戏,但却觉得自己没有能力这样做。那是在2007年左右,当时关于游戏的学术研究还很新,关于宗教和游戏的学术研究也很少。我知道有些人正在研究特定游戏的案例,但我最想从理论上思考的是游戏如何像宗教一样运作。约翰·莱登在2003年的《作为宗教的电影:神话、道德和仪式》一书中为更细致地研究宗教和电影奠定了理论基础。我想以他的作品为榜样,为学生们提供工具和语言,让他们将游戏视为一种具有宗教特质的现象。问题是我不太了解电子游戏,也不太擅长玩游戏。此外,作为一名忙碌的学者和教师,我没有时间沉浸在粉丝文化中,也没有时间花40个小时玩一款游戏。我的解决办法是让我的学生参与到我自己的学习过程中来。在几年的时间里,我教授了长达三个学期的高级研讨会,名为“宗教,仪式和虚拟现实”,同时我还在撰写相关书籍的手稿,《神通:宗教,仪式和虚拟现实》。在开课前,我花了一个夏天的时间创建初步参考书目,然后围绕它建立课程。每个“单元”都附属于一个计划的章节,学生们和我一起研究书目材料,在此过程中组成他们自己的研究问题和项目。我和他们一起写作,发现和综合,提出我还没有答案的问题。学生们在共同发现的感觉中茁壮成长,他们的见解有时是深刻的。经过三次课程的迭代,这本书完成了,一些学生在当地和区域场地展示了他们自己的项目现在,我正在重复这个过程,因为我正在教授另一系列高级研讨会中的第一个,这些研讨会将导致我的第二本书,重点关注暴力,游戏和流行启示录之间的交集。在这门名为“宗教,媒体,启示录”的课程中,我们再次使用选定的电子游戏作为关于媒体和宗教的更大对话的一部分。我们还研究了互动较少的媒体,如连续剧,这些节目明确地唤起了世界末日的意象,作为他们对世界末日想象的一部分(例如,《邪恶力量》和《断头谷》)。任何想要学习宗教和游戏的教师都可以适应这种新兴的教学风格,以便
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