《上帝连线:宗教、仪式和虚拟现实》

S. Okey
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摘要

瓦格纳,瑞秋。《上帝连线:宗教、仪式和虚拟现实》。纽约:Routledge出版社,2012。266页,39.95美元。在过去的几十年里,媒体和数字技术的快速发展激发了对宗教、媒体和文化之间的交叉点的大量研究。在《上帝连线:宗教、仪式和虚拟现实》一书中,雷切尔·瓦格纳提供了一篇富有创造性和洞察力的文章,专注于虚拟现实与宗教之间的相互作用和相似之处。瓦格纳将虚拟现实定义为“用户通过屏幕界面与软件互动的任何形式的数字技术”(1)。这个定义是可以理解的(如果可能过于宽泛),因为她的例子范围从在线世界(第二人生)和跨媒体特许(阿凡达,星球大战)到快闪族和数字祈祷墙。瓦格纳认为,我们与虚拟现实和宗教的接触是相似的,两者都呈现出许多相同的可能性和挑战。她用拼凑和家族相似性来描述宗教:宗教将仪式、神话、文本、道德和公共边界结合在一起,形成了一种可识别的组合。第三章分析了仪式、游戏和故事之间的关系,为将虚拟现实和宗教联系在一起奠定了理论基础。Wagner将“仪式-游戏-故事”描述为一种复杂的混合体,每种现象都呈现出不同程度的互动性、玩法、规则、叙事和冲突。这三者之间的差异,尤其是仪式和游戏之间的差异,可能很难明确界定,但Wagner认为这主要取决于参与者的态度:仪式做出最终的要求,而游戏做出有限的要求。本书的其余部分是建立在这个理论框架上的主题集合。Wagner根据Mircea Eliade的神圣/世俗区分(第四章)探索了“虚拟神圣”的可能性,根据虚拟现实构建身份(第五章)和社区(第六章),以及电子游戏中潜在的邪恶(第七章)和启示(第八章)。在最后几章中,她试图综合前面几章的关键见解,认为宗教和虚拟现实都参与了世界建设,作为想象神圣和虚拟空间的一种方式。这种综合取决于将跨媒体概念应用于宗教传统,即跨多种形式的媒体发展出一个总体叙事或世界。瓦格纳特别擅长将虚拟空间和其他空间之间的严格区分问题化。…
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Godwired: Religion, Ritual and Virtual Reality
Wagner, Rachel. Godwired: Religion, Ritual and Virtual Reality. New York: Routledge, 2012. 266 pp. $39.95 (US). ISBN: 978-0-415-78145-9 The rapid development of media and digital technology in the last few decades has inspired a great deal of research into the intersections among religion, media, and culture. In Godwired: Religion, Ritual, and Virtual Reality, Rachel Wagner offers a creative and insightful text focusing on the interactions and parallels between virtual reality and religion. Wagner defines virtual reality as "any form of digital technology that involves user engagement with software via a screen interface" (1). The definition is understandably (if perhaps overly) broad, as her range of examples stretches from online worlds (Second Life) and transmedia franchises (Avatar, Star Wars)to flash mobs and digital prayer walls. Wagner argues that our engagements with virtual reality and religion are analogous, with both presenting many of the same possibilities and challenges. She describes religion in terms of both bricolage and family resemblance: religion rolls together rituals, myths, texts, morals, and communal boundaries, resulting in a recognizable combination. The theoretical groundwork for tying virtual reality and religion together is laid in the third chapter's analysis of the relationships among rituals, games, and stories. Wagner describes the "ritual-game-story thing" (54) as a complex hybrid, with each phenomenon displaying various degrees of interactivity, play, rules, narrative, and conflict. The differences among these three, especially between ritual and game, may be difficult to clearly demarcate, but Wagner argues that it primarily rests in the participants' attitudes: rituals make ultimate claims while games make limited ones. The remainder of the book is a collection of topics that build on this theoretical framework. Wagner explores the possibility of the "virtual sacred" in light of Mircea Eliade's sacred/profane distinction (chapter four), the construction of identity (chapter five) and community (chapter 6) in light of virtual reality, and the potential for evil (chapter seven) and revelation (chapter eight) in video games. In the final chapters, she attempts to synthesize the key insights of these earlier chapters, arguing that both religion and virtual reality engage in worldbuilding as a way of imagining sacred and virtual space. The synthesis rests on applying the concept of transmedia, in which an overarching narrative or world is developed across multiple forms of media, to religious traditions. Wagner is particularly effective at problematizing the sometimes rigid distinctions between virtual and other spaces. …
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