Lingua: Inglese
Editore: Oxford University Press, Incorporated, 2013
ISBN 10: 0199935831 ISBN 13: 9780199935833
Da: Better World Books, Mishawaka, IN, U.S.A.
Prima edizione
Condizione: Very Good. 1st Edition. Former library copy. Pages intact with possible writing/highlighting. Binding strong with minor wear. Dust jackets/supplements may not be included. Includes library markings. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.
Condizione: Very Good. Very Good condition. A copy that may have a few cosmetic defects. May also contain light spine creasing or a few markings such as an owner's name, short gifter's inscription or light stamp.
Da: Housing Works Online Bookstore, New York, NY, U.S.A.
Condizione: Very Good. Minimal wear to cover. Pages clean and binding tight. shelf wear. bumped edges. Paperback.
paperback. Condizione: Fine. Only minor cover wear. Otherwise, book is in Excellent Condition. 100% Satisfaction Guaranteed.
EUR 38,35
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
EUR 38,66
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: New.
EUR 37,08
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: New. In.
EUR 33,93
Quantità: 10 disponibili
Aggiungi al carrelloPF. Condizione: New.
EUR 36,89
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: New.
EUR 40,98
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
EUR 59,11
Quantità: 1 disponibili
Aggiungi al carrelloCondizione: Very good.
Da: PBShop.store US, Wood Dale, IL, U.S.A.
EUR 41,02
Quantità: Più di 20 disponibili
Aggiungi al carrelloPAP. Condizione: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Da: Brook Bookstore On Demand, Napoli, NA, Italia
EUR 36,82
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: new. Questo è un articolo print on demand.
Da: PBShop.store UK, Fairford, GLOS, Regno Unito
EUR 37,37
Quantità: Più di 20 disponibili
Aggiungi al carrelloPAP. Condizione: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Lingua: Inglese
Editore: Oxford University Press Inc, 2013
ISBN 10: 0199935831 ISBN 13: 9780199935833
Da: THE SAINT BOOKSTORE, Southport, Regno Unito
EUR 42,79
Quantità: Più di 20 disponibili
Aggiungi al carrelloPaperback / softback. Condizione: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days.
Da: Majestic Books, Hounslow, Regno Unito
EUR 63,57
Quantità: 4 disponibili
Aggiungi al carrelloCondizione: New. Print on Demand pp. 336.
Lingua: Inglese
Editore: Oxford University Press OUP, 2013
ISBN 10: 0199935831 ISBN 13: 9780199935833
Da: Books Puddle, New York, NY, U.S.A.
Condizione: New. Print on Demand pp. 336.
EUR 64,25
Quantità: 4 disponibili
Aggiungi al carrelloCondizione: New. PRINT ON DEMAND pp. 336.
Lingua: Inglese
Editore: Oxford University Press Inc, New York, 2013
ISBN 10: 0199935831 ISBN 13: 9780199935833
Da: CitiRetail, Stevenage, Regno Unito
EUR 42,31
Quantità: 1 disponibili
Aggiungi al carrelloPaperback. Condizione: new. Paperback. William Bainbridge takes an in-depth look at the fantasy religions that exist in 34 different massively multiplayer online roleplaying games. He categorizes the religions, noting similarities across the games. He points, for instance, to the prevalence of polytheism: a system which, Bainbridge argues, can function as an effective map of reality in which each deity personifies a concept. Religions are as much about conceptualizing the self as conceptualizing the sacred. Most games allow the players to have multiple avatars, an idea Bainbridge likens to contemporary scientific ideas about personality. He also focuses on sacred spaces; the prevalence of magic and its relationship to the computer program and programmer; the fostering of a tribal morality by both religion and rules programmed into the game; the rise of cults and belief systems within the game worlds (and how this relates to social science theories of cult formation in the real world); and, of course, how the gameworld religions depict death. As avatars are immortal, death is merely a minor setback in most games. At the same time, much of the action in some gameworlds centers on the issue of mortality and the problematic nature of resurrection.Bainbridge contends that gameworlds are giving us a new perspective on the human quest, one that combines the arts and simulates most aspects of real life. The quests in gameworlds also provide meaning for human action, in terms of narratives about achieving goals by overcoming obstacles. Perhaps meaning does not naturally exist in our universe, but must be created by us, both in our fantasies and in day-to-day life. Like the games analyzed in this book, he says, traditional religions are fantasies that should be respected as works of art in a future civilization of disbelief. William Bainbridge contends that the worlds of massively multiplayer online roleplaying games provide a new perspective on the human quest, one that combines the arts and simulates most aspects of real life. The quests in gameworlds also provide meaning for human action, in terms of narratives about achieving goals by overcoming obstacles. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 54,34
Quantità: 1 disponibili
Aggiungi al carrelloTaschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - William Bainbridge takes an in-depth look at the fantasy religions that exist in 34 different massively multiplayer online roleplaying games. He categorizes the religions, noting similarities across the games. He points, for instance, to the prevalence of polytheism: a system which, Bainbridge argues, can function as an effective map of reality in which each deity personifies a concept. Religions are as much about conceptualizing the self as conceptualizing the sacred. Most games allow the players to have multiple avatars, an idea Bainbridge likens to contemporary scientific ideas about personality. He also focuses on sacred spaces; the prevalence of magic and its relationship to the computer program and programmer; the fostering of a tribal morality by both religion and rules programmed into the game; the rise of cults and belief systems within the game worlds (and how this relates to social science theories of cult formation in the real world); and, of course, how the gameworld religions depict death. As avatars are immortal, death is merely a minor setback in most games. At the same time, much of the action in some gameworlds centers on the issue of mortality and the problematic nature of resurrection. Bainbridge contends that gameworlds are giving us a new perspective on the human quest, one that combines the arts and simulates most aspects of real life. The quests in gameworlds also provide meaning for human action, in terms of narratives about achieving goals by overcoming obstacles. Perhaps meaning does not naturally exist in our universe, but must be created by us, both in our fantasies and in day-to-day life. Like the games analyzed in this book, he says, traditional religions are fantasies that should be respected as works of art in a future civilization of disbelief.