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Espacios Mágicos, Espiritualidades Híbridas: Implicaciones Religiosas en la Contemporaneidad Digital

Authors: Victoria Dos Santos;

Espacios Mágicos, Espiritualidades Híbridas: Implicaciones Religiosas en la Contemporaneidad Digital

Abstract

{"references": ["Aupers, S. (2009). The Force is great: Enchantment and Magic in Silicon Valley. Masaryk University Journal of Law and Technology. 3(1), 153-173.", "Barreneche, S. (2019). La estilizaci\u00f3n del yo en redes sociales: la proyecci\u00f3n on-line de la identidad personal como artificio semi\u00f3tico. deSignis 30, 77-89.", "Barthes, R. (1975). The Pleasure of the Text. Hill and Wang.", "Bainbridge, W. (2013). eGods: Faith versus Fantasy in Computer Gaming. Oxford University Press.", "Bell, C. (1997). Ritual: Perspectives and dimensions. Oxford University Press.", "Brasher, B. (2001). Give Me That Online Religion. Jossey-Bass.", "Calleja, G. (2011). In-Game. From Immersion to Incorporation. MIT Press.", "Campbell, H. (2004). The Internet as Social-Spiritual Space. En J. Mackay (Ed.), Netting Citizens, (pp. 208-231). St. Andrew's Press.", "__________. (2005). Spiritualizing the Internet: Uncovering discourses and narratives of religious internet usage. Heidelberg Journal of Religion on the Internet, 1(1), 1-26.", "__________. (2012). Digital Religion: understanding religious practice in new media worlds. Rowledge.", "Campbell, H. et Vitullo, A. (2016). Assessing changes in the study of religious communities in digital religion studies. Church Communication and Culture, 1(1), 73-89.", "Cobb, J. (1998). Cybergrace: The Search for God in the Digital World. Crown Publishers.", "Coleman, B. (2011). Hello Avatar: The Rise of the Networked Generation. The MIT Press.", "Cowan, D. (2005). Cyberhenge: Modern Pagans on the Internet. Routledge.", "Deleuze, G. y Guattari, F. (1977). Anti-Oedipus: Capitalism and Schizophrenia. Viking Press.", "Dovey, J. et Kennedy, H. (2006). Game Cultures: Computer Games as New Media. Open University Press.", "Eco U. (1979). Lector in Fabula: la cooperazione interpretativa nei testi narrativi. Bompiani.", "Eliade, M. (1961). The sacred and the prophane: The nature of Religion. Arper and Row.", "Finol, D. E. (2009). Rito, Poder y Reproducci\u00f3n Simb\u00f3lica: Pres\u00eddium y protocolo en ceremonias universitarias. En J. E. Finol, I. Garc\u00eda y A. Mosquera (Ed.), Semi\u00f3tica del Rito. Colecci\u00f3n de Semi\u00f3tica Latinoamericana, (pp. 256-279). Universidad del Zulia.", "Hayles, K. (1999). How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics. University of Chicago Press.", "Helland, C. (2015). Virtual Religion: A Case Study of Virtual Tibet. Oxford University Press.", "Hoover, S. (2012). Religion and the Media in the 21st Century, Tr\u00edpodos, vol. 29, 27-35.", "Hauzinga, J. (1949). Homo Ludens: A study of the Play Element in Culture. Routledge & Kegan Paul.", "Kristeva, J. (1978). Semi\u00f3tica 1. Editorial Fundamentos.", "________. (1980). Desire in Language: A Semiotic Approach to Literature and Art. Columbia University Press.", "Leone, M. (2014). Spiritualit\u00e0 Digitale: Il senso religioso nell'era della smaterializzazione. Milano, Italy.", "________. (2019). Sentidos del intervalo: El giro digital en la semi\u00f3tica de las culturas. deSignis, vol. 30: 91-103.", "Marin, L. (1994). De la Repr\u00e9sentation. \u00c9d. du Seuil / Gallimard.", "McLuhan, M. (2002). Understanding Media: The Extensions of Man. The MIT Press.", "Paz, O. (1956). El Arco y la Lira. Fondo de Cultura Econ\u00f3mica.", "Pierre. L. (1999) \u00bfQu\u00e9 es lo virtual? Paid\u00f3s.", "Pinotti, A. (2020). Procuratori del se': dall'avatar all'avatarizzazione, Magazine Aninomie, disponible en https://antinomie.it/index.php/2020/01/28/procuratori-del-se-dallavatar-allavatarizzazione/", "Rappaport, R. (1999). Ritual and Religion in the making of humanity. Cambridge.", "S\u00e1nchez, J. (2011). Cibercultura: semi\u00f3tica del avatar y los mundos virtuales. Veredas, vol. 22, 33-34.", "Sibilia, P. (2008). La intimidad como Espect\u00e1culo. Fondo de Cultura Econ\u00f3mica.", "Vecoli, F. (2013). La religione ai tempi del Web. Laterza.", "Wagner, R. (2012). Godwired: Religion, ritual and virtual reality, Routledge.", "________. (2014). This is not a game: violent games, sacred space and ritual. Iowa Journal of Cultural Studies, 15(1), 12-35.", "________. (2015). Video Games and Religion. Oxford Handbooks Online. DOI: 10.1093/oxfordhb/9780199935420.013.8"]}

Esta contribución busca analizar los diálogos existentes entre la práctica religiosa y el universo de los videojuegos con el fin de explorar cómo las manifestaciones espirituales contemporáneas se articulan y experimentan en el contexto online, produciendo así experiencias transformadoras. This contribution aims at analyzing the existing dialogues between the religious practice and the universe of digital games, to explore how the spiritual contemporary manifestations are articulated and experienced in the online context, producing transformative experiences.

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Keywords

Videojuegos, Espacio Sagrado, Sacred Space, Digital Games, Digital Religion, Performance, Arts in general, Religión digital, Avatar, NX1-820, Ritual

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This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
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