Virtual Reality & Religion: Wrap-up
December 19, 2009
This class has given me the opportunity to explore the world of media and virtual reality through a religious lens. Throughout the semester we examined the impact of a relatively new form of media and expression (Video games ) as well as the impact of media on society. As we enter the media dominant time in our society it was very important and enlightening to examine the effects and possibilities technological advances such as the Internet and computer have in the way people gather, exchange, and deliver information through media outlets. The content and ideas of the authors which contributed to the unique and fairly new study of religion and virtual reality were thoroughly discussed and examined, leading to a multitude of ideas and theories which affect all aspects of society not just I religious.
Overall, I really enjoyed my time in class as it has changed the way I look at and interpret technology and media. The knowledge acquired has given me an in-depth look at were media has come from and where it is going. Religious groups are beginning to adapt and conform with a changing society finding innovative ways to attract and portray their message to all. The use of video game is far more than an activity to pass time rather an outlet to exchange, gather, and experience important issues which affect society. As religions begin to utilize technology the consumer (people) are also utilizing technology and are finding new ways to practice, promote, and learn about religion through the virtual world. The knowledge acquired from this class has allowed me to look at the world a little different as I find myself analyzing and examining certain aspects of media with the content covered.This class and subject topic is highly useful and essential in gaining an understanding of where media has come from, where media is presently, and where it is going.
Book Review: Convergence Culture: Where Old and New Media Collide
December 9, 2009
Convergence Culture
Convergence Culture written by Professor of Communication, Journalism, and Cinematic Arts at USC Henry Jenkins. Formally the Co director of the MIT Comparative Media Studies program along with William Uricchio, Jenkins did extensive research in the study of media convergence displaying his ideas and findings in various published work in the form articles, books, and workshops. The book published by The New York University Press in 2006 aims at explaining how convergence between old and new forms of media are currently impacting the relationship between media audiences, producers, and distributed content. The book contains glossary with clear definitions to all the media jargon giving the reader a good base of reference while reading the book. The book touches on a few major ideas and concepts such as the notion of Interactive audience, product placement, collective intelligence, and Transmedia convergence. Jenkins is able to convey his message clearly and effectively showing the links between the currently emerging interactivity between media and society.
The beginning of the book touches on the notion of shared knowledge through various communicative venues resulting in mass collection of information sharing. Using Survivor Series as an example the notion of collective intelligence is brought about. Fans of the series engage in communication through various Internet forums, websites, and email in order to uncover the outcome of the show. This activity known as “spoiling” engages the audience in an effort of figuring out the outcome. Through information exchange and communication through various outlets spoilers are able to collectively uncover the mystery behind the show. In order to gain such results a certain level of cooperation between people with the common goal of uncovering the mystery.
“What holds a collective intelligence together is not the possession of knowledge – which is relatively static, but the social process of acquiring knowledge – which dynamic and participatory, continually testing and reaffirming the groups social ties (54).”
The social ties and connection gathered offer these communities a way to utilize technology in order to gain knowledge of the show, actively engaging and participating in the unfolding of the story. The information gathered through various outlets organized through the web show the convergence between old and new media in an effort for collective knowledge. According to Jenkins this engagement to the subject along with the social exchange pave the way for total investment by the viewers creating a more involved and loyal consumer.
These communities however are held together through the mutual production and reciprocal exchange of knowledge. More importantly they serve as sites for collective discussion, negotiation, and development,” and they prod the individual members to seek out new information for the common good (27).” This specific community containing a collective goal is not only limited to the viewers and fans of the show. Along with the viewers there are moles from various companies prodding the Internet forums, television, and music industry in an effort to reach and connect the products with the desires of the consumers.
Jenkins goes on to talk about the interaction between consumers and media. Through product placement companies are able to promote both the series and its sponsors. The television program engages the consumer and subtle forms of advertisement are placed within the show, as the company is able to promote their products without overwhelming the viewer. According to Jenkins producers want to direct traffic from television show to the Web and other points of media gaining entry in the construction of a franchise. Jenkins describes it as convergence between media (show) and audience through real-time interaction toward “asynchronous” participation. American Idol is used as an example showing the spillover into all forms of media making it accessible and available to the public. Jenkins referring to the show as a “trans-media franchise” the television program is visually transmitted; Idol website virtually transmitted; concert tour, and feature film, entitled From Justin to Kelly. Idols success is largely based on the marketing strategies, which allow for crossover into various media outlets increasing the availability and familiarity of their product.
The spillover from one media outlet to the other media outlets as a means to sustain excitement of the consumer is not only seen within American Idol. Jenkins uses the term Transmedia story telling as a way of classifying the integration of all outlets as a means to keep the audience at their heels. Using the Matrix as an example of a story being told through facets of media, with each medium making distinctive contributions to the understanding of the story being conveyed. The idea used by the creators of the Matrix was to create a story so large that one single medium could not fully contain the intricacies of the “Matrix Narrative”.
“The Wachowski brothers played the transmedia game very well, putting out the original film first to stimulate interest, offering up a few web comics to sustain the hard-core fan’s hunger for more information, launching the anime in anticipation of the second film, releasing the computer game alongside it to surf the publicity, bringing the whole cycle to a conclusion with The Matrix Revolutions, and then turning the whole mythology over to the player of the massively multiplayer online game (95).”
The constant publicity and exposure, which the movie garners due to its massive story, spilling over into all forms of media, is an example of the impact of convergence. According to Jenkins this ingestion of material across all forms of media offers depth of experience generating more consumption.
Jenkins goes on to give further example of the infiltration of media into all major facets of society social, economic, political, and cultural. Jenkins stresses that the essential aspect, which makes this convergence possible, is the interactivity between media and society. As a culture which, revolves around consumption, what better way to please the people than to figure out every possible way to attract and entice them into consuming.
Religious Context:
The similarity within popular culture and religion is evident. The concept of religion being sold to the society of consumers is similar to corporation’s effort in attracting new and loyal costumers. Like the American Idol transformation from television series to “ trans-media” empire is exactly the exposure, which religions are aiming for, in their goal to attract the masses. Religious groups are beginning to follow trend in converging their product making information accessible and available through all the mediums of communication. Religious groups are starting to utilize all the technology in the goal to attract the most followers. Religious books, video games, television series, film, and virtual websites have allowed for rapid exchange of ideas and information.
The investment, which is brought about through the media with certain shows occurring once, a week at a specific time and place. This investment shown by loyal fans parallels the participation of the religious activity while practicing their specific faith. Rituals are a large part of religion as producers and the media try to connect with the consumers they look to implement a sense of familiarity when choosing how to interact with the public. Religious groups are starting to use the similar methods in order to promote and spread their faith. The convergence, which Jenkins speaks of, also has hit and impacted the religious market. The exposure, which is accomplished through convergence, is exactly what religious groups yearn for. The collaboration between old and new forms of media has made religion more accessible and opened up a path where people can gather and express ideas from all over the world.
“As cyber space broadens the sphere of our social interactions, it becomes even more important to be able to talk about people we share in common via the media than people from our local community who will not be known by all the participants in an online conversation (84).”
The online communities formed are example to the impact, which the various outlets have on the way; people interact with religion as well as media.
Throughout the book Jenkins stresses the importance and impact, which is occurring between society and media. Jenkins shows with example that convergence culture is enabling new forms of participation and collaboration. The interaction as well as the interactivity between media and society is beginning to be utilized as a tool for the consumption of the public. The participation convergence is defined as a word “ that describes technological, industrial, cultural, and social changes in the ways media circulates within our culture” The flow of content across multiple media platforms, the cooperation between multiple media industries, and the interstices between old and new media (282).” This very idea is described and analyzed throughout the book by Jenkins, integrating pop culture examples of the present as a means to show the impact and changes, which are ongoing surrounding the interaction between people and media.
Bibliography
Jenkins, Henry. Convergence Culture : Where Old and New Media Collide. New York
and London: New York University Press, 2006. Print.
Book Report:God On The Internet
December 9, 2009
God On The Internet
The Book, God On The Internet, written by religion and computer columnist Mark A. Kellner, is an overview of various online Internet services, along with more detailed examination of religious resources found on each service. The book published by IDG Books Worldwide. In 1996, was one of the first of its kind introducing the beginner to the wonderful world of the Internet and the religious resources, which are accessible through the computer. IDG Books Worldwide Company publishes books, which are “focused on accomplishing specific tasks-not learning random functions.” Each book, gives expert advice on technology and how to use it. God On The Internet, follows the same principles outlined by the IDG publishing company and reads as a in-depth comprehensive guide, taking the reader step by step on how to navigate and utilize the Internet as well as an outline of various religious resources available.
The book begins with a brief introduction to online religion and how the Internet has been utilized as a tool to connect and exchange ideas. “Millions of people have discovered their computers as a place for communication and interaction (8).” Mark Kellner begins by giving an overview of the three major online service carriers of the time AOL, CompuServe, and Prodigy as well as outlining the religious resources available on each server. Although the different services provided the same element of online access each server offered different mediums of communication and information exchange. The religious areas of the service providers are introduced and discussed by Kellner highlighting the various functions and options available through each.
“Billy Graham, who preached the Christian Gospel message to more people than anyone in history, was the first major religious figure to go online, in 1993 conference with Time Magazine on America Online. The event drew thousands of spectators, who asked the renowned Evangelist dozens of questions (10).”
This an example of what online technology can add to social interaction and communication. AOL was able to connect Billy Graham to a large number of people in different areas essentially establishing a large conversation between the viewers and Graham. Along with the live feeds AOL’s religion section offered message boards, Christian Advertisement, job listings, online discussion forums, and software library containing religious text and documents.
CompuServe, the oldest online service (established in 1979), did not have any religious alliance however; their service offered a religious forum, featuring discussion areas as well as software libraries containing various religious texts.
“On Catholic Online, a specialized area on the CompuServe information Service, you can, for example, research ancient church documents, network with Catholics world-wide, and discuss modern-day issues regarding the faith (11).”
Despite no religious alliance CompuServe, still dedicated and maintained a religious database offering documents, information, and communication through forums. This a clear indication of the importance of religion in society and the strides technology is making in with a new form of communication.
Prodigy’s, main involvement in religion are highlighted in two areas of communication: interactive chat forums and innovative guests. “Prodigy’s proudest moment so far has been its role as the online debut spot for John Cardinal O’ Conner, Arch Bishop of New York, who for one hour answered questions from a multitude of participants (12).” Like the other services, Prodigy also offers access to many publications, message boards, and software.
This section concludes with some examples of how various religious groups are utilizing the Internet as a medium to spread information and connect. Kellner mentions the Internet as a tool used for online worship, using Pope John Paul II, celebrated mass at Camden Yards Stadium in Baltimore as an example, the mass was broadcast live on America Online via audio and video. Other examples of Online worship which are noted include a Papal Mass in Baltimore which is broadcast daily via the Internet, religious forums where people gather to exchange ideas, and even virtual church sponsored by the Central Presbyterian Church in Montclair, New Jersey where one can read sermons, participate in discussion, and hear religious music clips. “This is a whole new frontier or religion,” said Rev. Charles P. Henderson We can find a whole new constituency in cyberspace (15).”
The Cyber-Church monitored by Rev. Henderson outlines the benefits of online worship and what it can bring to the religious cause.
The Body of the book consists of Kellner describing step by step the ins and outs of how the Internet functions as well as outlining proper conduct when visiting and communicating through the various online forums. In this section an overview of various religious affiliated websites are examined and analyzed for the content and resources which each site uses as a means to spread information. Using religion as a starting point Kellner examines Buddhist, Christian, Jewish, Hindu, Mormon, Protestant, and Pentecostal affiliated websites. Each religion is introduced with a brief introduction followed by an in-depth look at various websites and resources pertaining to the specified religious group.
“The Global Learning Network offers a range f mailing list subscriptions to receive lessons based on the Torah, Jewish ethics, and Jewish law. It also contains a moderated discussion list of traditional Jewish perspective, where participants can discuss just about any Jewish topic or text (175).”
This an example of an online Jewish Network aimed to provide Jewish and non-Jewish people with a place to gather information and connect with vast multitude of people at the convenience of your home.
Kellner guides the reader through various websites listing the various options and resources available through the various sites. The electronic world has opened up new vistas of communication and fellowship among believers and across denominational lines (15).” Kellner outlines the global impact, which the Internet brings as a medium for information and social connection.
Lastly, Kellner concludes the book with an introduction to some “new age” religious groups and their involvement on the net. Some of the groups acknowledged were the Christian Science Church, Unification Church, Scientology, and Jehovah Witnesses. Like the other religious groups covered Kellner guides the reader through the website highlighting the important aspects, resources available, and proper conduct when visiting.
Since this book was written during a time when the Internet and computers were still gaining momentum and popularity as an efficient technological tool, not all the groups mentioned even contained an official site however, each group mentioned was represented on the net in some form or another.
“The Church does not currently maintain an official web presence, but member Damian Anderson has spearheaded a pioneering effort to place Unification materials on the Web. Starting from his privately sponsored Unification Home Page, Anderson has posted may different documents and offers links to Unification literature in seven different languages (268).”
This an example of some of the ways individuals are taking charge and utilizing the net to communicate and inform the masses on their ideas, beliefs, and passion.
Through this book Kellner was able to successfully create an informative guide through the Internet focusing on religion and its impact on the net. The text reads as a guide for beginners to the Internet and computers. Kellner takes the reader step by step on how to use and navigate through the web outlining directions and proper conduct when interacting in forums. The book also acts as a religious guide on the net with Kellner picking the most informative and accessible sites pertaining to the various religions, which exist. The book is a little outdated, for technology and the use of the computer and Internet is far more advanced now then when this book was published. However, despite the time-lapse this piece was innovative in bringing about familiarity to those who yearned for more information and connection to their faith. Kellner open the door of religion and religious activity on the net noting the apparent benefit of the Internet on communication. “When it comes to connecting with others the online world is not only speed, but a collapsing of time as well as distance (14).” In terms of what this book has contributed to the study of religious activity on the net, at the time of the publication this text was a guide for those looking to connect in different ways. Kellner sheds light on the mysterious world of the Internet and points out the religious activity, benefits, and social change, which the net offers. Kellner goes into detail on the resources offered on specific sites and the impact on communication, which the use of the Internet brings. This piece absolutely coincides with the examination of religion on the net, relating to many writers that have examined this phenomenon of religious worship and connection found through the Internet. However, despite the relation to such work this book takes a different approach to the study acting as a reference guide to religion on the net rather than an analysis of the content. This book definitely identifies the various tools and options available through the net as well as the impact, which it has made on society. I would recommend this as a reference for those looking to explore different forms of communication, information gathering, and worship.
Overall, Kellner does a good job in taking the reader through a journey from learning the basics of computers and online services to an abundance of various websites and online locations. The book is a road map to the information highway and is a resource for the curios souls who seek to connect and gain different perspective from the comfort of their home. Interestingly, Kellner concluded with a little prediction and claim about the impact and future of the Internet on society.
“This is not merely a revolution in communication. The availability of religious information online, the potential for fellowship across the miles via computer, and quick access to texts from virtually every faith on the planet will have and impact on the way religions connect to people, and vice versa (280).
This statement continues to hold true and I believe was the appropriate way to end his journey, declaring the importance of the net on communication and encouraging the readers to utilize this vast highway of information and social connection.
Bibliography
Kellner, Mark. God On The Internet. Foster City, California: IDG Books Worldwide,
1996. Print.
The article, Cardinal Takes Web Surfers Along on His Trip to Rome, by Katie Zezima focuses on Cardinal Sean P. O’ Malley, Internet blog, detailing his ten day visit to Rome. O’ Malley, the leader of the Roman Catholic Archdiocese of Boston, featured his blog on the website Cardinalseansblog.org for visitors to follow the Cardinal as he spilled out his thoughts via the Internet.
Throughout the trip the Cardinal blogged about his experiences following his every move as he visited various churches throughout the city. Coming into a new age in media where interaction and participation is at the center of the media spectrum. Technology such as the computer and Internet have enabled the rapid access and distribution of information changing the ways people communicate.
“The archdiocese said the cardinal was using the blog as an informal way to reach out to the public, particularly to young people already active in the blogosphere. A recent survey by the Pew Internet and American Life Center said half of the 12 million adults who have blogs are under 30.”
Clearly religious groups are starting to take notice of the possibilities offered through the Internet and new media outlets. This is an example of the Catholic Church reaching out and attempting to attract the attention of the youth by means of the Internet, a device heavily used today as source for information gathering. As the computer and Internet continue to expand the more intertwined religion will be with the media outlets as way to distribute and connect with the people.
Disenchantment: A Religious Abduction, by Sam Gill
December 8, 2009
The chapter entitled Disenchantment: A Religious Abduction, by Sam Gill touches on a few examples of ritual violence. Gill talks about the Hopi tradition of initiation into the religious lifestyle. The ritual consists of a week-long process in which the children go through various ceremonies collimating to the acceptance into Hopi religious life. On the last day the children are whipped by the so-called Kachina Spirits after the children endure a flogging, they are confronted with the truth regarding the Kachinas. The Kachina Spirits, which they have been taught to obey and fear as Supreme Beings, are uncovered to them as mere members of the village disguised.
This revealing of the identity brings about great emotional confusion within the participants their whole views are questioned and shattered. The whipping rite ensures the secrecy of information with fear of being beaten to death I proposed to those who break the code.
“The initiation is constructed in such a way that a Childs religious life begins in a state of seriousness and reflection, motivated by doubt and skepticism (243).”
This in affect brings about tremendous incentive to listen more carefully to the stories of the elders in an effort to piece together a new concrete view of the past.
“They lay bare the limitations of naive view of reality so that through deepened participation in a religious community and celebration of the day to day events of life in religious ritual, the individual may increasingly explore, create, and experience worlds of fuller meaning (238).”
Although this violent method of ritual seems unorthodox, violence and ritual have gone hand in hand since the beginning of time. This method forces the participants to reevaluate and critically engage in thought in order to fulfill their desire for knowledge and meaning.
Violent Video Games: Myths, Facts, and Unanswered Questions by Craig Anderson discusses the myths and facts regarding the affects of video game violence on the behavior and actions of the gaming population.
The debate of violent video games and its relationship to increased levels of aggressiveness and violence within those who engage and participate with the genre of games has started to increase with the popularity of the video game industry. Anderson offers eleven myths and facts regarding the various research and theories which are associated with violent video games as a negative influencing factor in society.
An example of some of the questions which were addressed by Anderson was, the myth that Violent video game research has yielded very mixed results. Anderson reveals that “when one combines all relevant empirical studies using meta-analytic techniques, five separate effects emerge with considerable consistency. Violent video games are significantly associated with: increased aggressive behavior, thoughts, and affect; increased physiological arousal; and decreased prosocial (helping) behavior.” Disputing the assumption of mixed results and lack of experimentation. Other Myths are addressed such as, the myth that the effects of violent video games are trivially small. Anderson sheds light on this subject revealing that violent video game effect sizes are larger than the effect of second hand tobacco smoke on lung cancer, the increasing exposure to violence definitely has an affect on the societal actions and increased aggression within participants.
Anderson goes on to give his scientific theory in regards to the role of violent games on society. Through various experimentation as well as scholarly theory Anderson states that:
“1. Aggressive thoughts increase, which in turn increase the likelihood that a mild or ambiguous provocation will be interpreted in a hostile fashion. 2. Aggressive affect increases. 3. General arousal (e.g., heart rate) increases, which tends to increase the dominant behavioral tendency. 4. Direct imitation of recently observed aggressive behaviors sometimes occurs. Repeated media violence exposure increases aggression across the lifespan.”
However, according to Anderson despite these factors contributing to an arousal in aggressive behavior, repeated exposure to violence can also create an awareness to the danger of violence by decreasing “the normal negative emotional reactions to conflict, aggression, and violence.”
The article concludes with some unanswered questions regarding video game violence due to the lack of experimentation of this relatively new form of media. Anderson suggests that the lack of experimentation on the effects of video game exposure on long term aggression is not conclusive as of yet. Another gap concerns potential differences in effect sizes of television versus video game violence, because these two forms of media are very similar in the fact that they stimulate the same senses.
This form of media (videogames) is relatively new to society and because of this extensive research has not yet been carried out researching the effects on the human psychological state. I believe because of the lack of information society judges this form of media and uses it as a scapegoat to violent acts because of its high level of interaction and popularity within society. As time passes and this form of media becomes more mainstream within society, I believe that video games will be used not only for entertainment purposes but also be utilized positively within other aspects of society an example being used as educational tool.
Violent Video Games and Aggressive Behavior in Young Women by, Craig Anderson and Christine Murphy
November 18, 2009
The article, Violent Video Games and Aggressive Behavior in young Women, is based on an experiment conducted by Craig Anderson and Christine Murphy. The study aimed to show video game effects on aggression in young women, provide a preliminary look at potential effects based on gender of controlled character, and give insight into “two potential mediating variables-instrumental aggressive motivation and revenge motivation (hostile aggression motivation).”
The study consisted of, 91 female participants were used in conducting the experiment. Participants were equally broken up and randomly assigned to play video games with one of three conditions: violent video game with female protagonist; violent video game with male protagonist; non-violent game. The participants played one of two games: Street Fighter II, or Oh No! More Lemmings. After playing the assigned game, participants performed the Retaliation Competitive Reaction Time task. This method of measurement aims at calculating ones level of aggression by calculating the reaction of the participant to loud noises predetermined by the opponent after a loss. The experiment is conducted 25 times in order to look for patterns in aggression. Following the (RCRT) the participants were asked a number of questions about the experiment in order to gather a better understanding of the effects of the game.
The experiment concluded, that “there is little evince proving that the violent video game effect on aggression was mediated by instrumental aggressive behavior. This is evidence that that the violent video game effect on aggression was at least partially mediated by increases in revenge motivation(428).” The article concludes with suggestions in order o to make a more concise study as well as a prediction of the negative impact violent television especially video game will have on the future because of its highly engaging procedural rhetoric.
Although, this short term experiment was not successful in achieving the most concise results, it showed a repetitive tendency between the participants. The results indicate that in fact the gender of the participants was not a substantial factor in the behavior of the participant with the game play and story being the most important aspect.
Video game of the Oppressed, by Gonzalo Frasca
November 13, 2009
Video game of the Oppressed, by Gonzalo Frasca examines the impact different types of video game genres ca have on society. Frasca make the claim that video games can act as a vehicle to deal with human relationships and social issues, while encouraging critical thinking. Frasca discusses the focal difference between narrative and video game being the dynamic of simulation.
“In temporal terms, narrative is about what already happened while simulation s about what could happen. (86)”
Frasca argues that simulation contains the element of change allowing for various different outcomes. The simulation offered in video games allows for mental simulation and interaction with the story. The player contains the power to alter the outcome of the game narrative, through various decisions made for the progression of the story.
In discussing the impact which video games can have Frasca compared the theater genre entitled Theater of the Oppressed, developed by Agusto Boal. This genre of theater combines performance and simulation in order to produce social and political simulations. This type of play engages the audience to use their critical thought in order to contribute to the overall performance Frasca also relates the is video game theory as an offset of Forum Theater, which shows multiple perspectives on a particular problem. This type of theater translated into game is referred to as Forum Video games. In this type of game participants would discuss real life situations and create games which reflect the social and personal view on the various societal topics covered. Frasca uses the computer game The Sims, a video game which, allows the participant to create a virtual world online. The computer program simulates actual events in order for one to create a functional virtual world. This simulated virtual world allows for participants to experiment with different scenarios and observe how the computer simulates the outcomes.
I can see how video game can be used as a tool to engage the participant to the point where one can simulate events in order to gather an alternative perspective. However, I do not believe that this genre of game can bring about social and personal change.
Finding Religion in Second life’s Virtual Universe by Shona Crabtree
November 6, 2009
The article, Finding Religion in Second life’s Virtual Universe by Shona Crabtree, discuses the impact of the online virtual universe known as Second Life. Second life is a three-dimensional game produced by San Francisco based linden Lab in which participants create a virtual world, where they are able to communicate and connect with others.
The article touches on the growing presence of religion and religious based activity in the game. “Just like in real-life churches, mosques and synagogues, there is diversity, debate, schism.” There are many reasons which people attribute to the popularity and influence, which the virtual world is having on society. According to “Noreen Herzfeld, professor of theology and computer science at Saint John’s University in Collegeville, Minnesota, “Second Life reflects the “external face” of religion — community, identity, codes and creeds, ritual and practice.” This strong relationship to religion and reality has affected the lives of many, offering a new medium for people to express and connect with others.
Shona Crabtree goes on to list a few examples of religious activity in Second Life as well as the impact it can have as a tool to connect.
“Yunus Yakoub Islam, who believes he’s the only Muslim in his village in England, uses Second Life to interact with more than 200 members of the game’s Islamic Society. Islam is writing his dissertation on religion in Second Life and runs Second Faith, an educational resource about religion in Second Life.”
This example of the connection, which people can make from the seat of their room. The web allows for rapid communication and information gathering, allowing people to accomplish more with less time. People are able to interact and experience different cultures, religions, and activities through their avatar, which would normally not be the case in material reality.
“Leaders say the relatively small size of each faith community sparks a kind of internal diversity that might not be seen in real life. The Second Life mosque, for example, brings together Sufi, Salafi, Sunni and Shia Muslims.”
Second life offers the opportunity for people to experience and express their true desires without giving thought to the consequences of society.
Religions are even made up through groups of people who share he same ideas and ideologies. “Taras Balderdash founded Avatars of Change, a multi faith group that follows the words of the Great Avatar — or a supreme being — by consulting the Avatarian Oracle.” This showing the possibilities which Second Life offers having the ability to successfully create religious activity. With the popularity and possibilities which Second Life offers, religious groups are starting to utilize the game as a means to convey their message to a larger population. One example is “Oklahoma-based megachurch LifeChurch.tv, which broadcasts its weekly sermon to 12 locations — 11 to its satellite campuses across the country and one to its virtual church in Second Life.”
Second Life is not the ordinary game but is part of a new genre of interactive gaming allowing for social connection through real life simulation. This digital medium has revolutionized the way society interacts and gathers information.
The Meaninglessness of Ritual by Frits Staal
October 27, 2009
The article examines the notion of ritual being a meaningless act or activity. Stall does not dispute the value and importance of Ritual in society however defines ritual “as an activity governed by explicit rules. With the importance of the act being what you do, not what you think, believe, or say.”(485)
Staal points out some examples of ritual activity in different culture which are deeply routed in tradition. “Their primary concern, if not obsession is with rules. There are no symbolic meaning going through their minds when engaged in the activity.” Staal referring to the Vedic ritual of the Fire Altar performed the Nambadiri Brahmins. Staal gives examples of various kinds of ritual besides religious form and critiques the meaninglessness of these activities however, I believe Staal contradicts his argument by stating the “obvious side effects of ritual.”
“If ritual is useless this does not imply that it does not have useful side effects. It is obvious for example, that ritual creates a bond between the participants, reinforces solidarity, boosts morale and constitutes a link between ancestors.” (488)
In this statement I believe Staal answers the question of meaninglessness in ritual by stating the obvious factors which are desired by the human race. All these so called “side effects” are the very components which motivate people to enact ritual.