Procedural religion: Methodological reflections on studying religion in video games
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11210%2F17%3A10367804" target="_blank" >RIV/00216208:11210/17:10367804 - isvavai.cz</a>
Výsledek na webu
<a href="http://dx.doi.org/10.1177/1461444816649923" target="_blank" >http://dx.doi.org/10.1177/1461444816649923</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1177/1461444816649923" target="_blank" >10.1177/1461444816649923</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Procedural religion: Methodological reflections on studying religion in video games
Popis výsledku v původním jazyce
The article discusses the methodological aspects of studying religion in video games. It examines the concept of procedural religion, that is, the representations of religion via rule-systems in games, and investigates how we can formally analyze these representations. The article uses Petri Nets, a mathematical and a graphical tool for modeling, analyzing, and designing discrete event systems, in order to analyze how religion is represented in the rule-systems of two different mainstream video gamesAge of Empires II, developed in the United States, and Quraish, developed in Syria. By comparing the rule-systems of both games, the article provides empirical evidence on how game rule-systems migrate between cultures and influence local game production by providing local game developers with pre-defined formulas for expressing their ideas while simultaneously limiting the scope of such expression with schematized patterns. On a more general level, the article discusses what rule-system analysis can tell us about video games as cultural and religious artifacts.
Název v anglickém jazyce
Procedural religion: Methodological reflections on studying religion in video games
Popis výsledku anglicky
The article discusses the methodological aspects of studying religion in video games. It examines the concept of procedural religion, that is, the representations of religion via rule-systems in games, and investigates how we can formally analyze these representations. The article uses Petri Nets, a mathematical and a graphical tool for modeling, analyzing, and designing discrete event systems, in order to analyze how religion is represented in the rule-systems of two different mainstream video gamesAge of Empires II, developed in the United States, and Quraish, developed in Syria. By comparing the rule-systems of both games, the article provides empirical evidence on how game rule-systems migrate between cultures and influence local game production by providing local game developers with pre-defined formulas for expressing their ideas while simultaneously limiting the scope of such expression with schematized patterns. On a more general level, the article discusses what rule-system analysis can tell us about video games as cultural and religious artifacts.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
50803 - Information science (social aspects)
Návaznosti výsledku
Projekt
—
Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2017
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
New Media and Society
ISSN
1461-4448
e-ISSN
—
Svazek periodika
19
Číslo periodika v rámci svazku
1
Stát vydavatele periodika
GB - Spojené království Velké Británie a Severního Irska
Počet stran výsledku
16
Strana od-do
126-141
Kód UT WoS článku
000394086100012
EID výsledku v databázi Scopus
2-s2.0-85009740842