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Religion and Video Game

In:

Submitted By wecomerunning
Words 286
Pages 2
Author and Title of Work and Page numbers (if applicable):

1. What is the thesis of this article/chapter/book? (Give page # or #s)
Through their shaping our experience through guided actions, video games reveal a kinship with religious ritual. (PG 118)

2. What are 2 arguments that support the thesis? Summarize or copy and give page numbers. a. Hitman 2: Silent Assassin, in this game the user is killing terrorist in the Golden Temple. This brings up bad memories for the Sikhs when the Indian army stormed the temple due to suspicion. This example shows that video games and religion have a kinship in sacred space which may not be for the best of it. (PG 119)

b. Resistance: Fall of Man, observed by Johan Huizinga’s theory of magic circle supports the thesis by how religious activities can resemble play. He states, “All play moves and has its being within a play-ground marked off beforehand either materially or ideally, deliberately or as a matter of course.” They both are determined beforehand. (PG 121)

3. Are there any key terms introduced in this work? List them and define what they mean.

Archetype: an original from which other copies are made/ideal form of the thing
Magical circle: the idea that ritual and play both demarcate separate spaces or times in which activities happen that are insulated from the real world.
Procedural rhetoric: to describe the means by which computerized processes can argue for particular views.
Seder: a symbolically meal eaten by Jewish families.

4. One question/concern I want to discuss with my colleagues in class is:

Why are only shooting games given as examples in the book? Sports also have ritual in

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