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Essays over het gedachtegoed van zeven hedendaagse, vooraanstaande theologen
Christian theology --- anno 2000-2009 --- #GGSB: Dogmatiek --- 230.2 "20" --- 230.2 "20" Theologische scholen--(verder in te delen zoals 28)--?"20" --- Theologische scholen--(verder in te delen zoals 28)--?"20" --- 2302 "20" --- GGSB: Dogmatiek. --- Theologische scholen--(verder in te delen zoals 28)--?"20". --- Dogmatiek
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Zonder onderwerpscode --- 338.5 --- 658.11 --- Prijsvorming. Prijskostenverhouding. Prijsbeweging. Prijsfluctuatie--macroeconomisch; prijsindex zie {336.748.12} --- Kinds and forms of enterprise --- 658.11 Kinds and forms of enterprise --- 338.5 Prijsvorming. Prijskostenverhouding. Prijsbeweging. Prijsfluctuatie--macroeconomisch; prijsindex zie {336.748.12}
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Positieve christelijke visie op liefde, seksualiteit en erotiek
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2:7 --- 261.6 --- 261.6 De Kerk en de cultuur: christelijke beschaving; Kerk en vooruitgang; Kerk en wereld --- De Kerk en de cultuur: christelijke beschaving; Kerk en vooruitgang; Kerk en wereld --- 2:7 Godsdienst. Theologie-:-Kunst. Ruimtelijke ordening. Architectuur. Sport en spel --- Godsdienst. Theologie-:-Kunst. Ruimtelijke ordening. Architectuur. Sport en spel --- Recreation. Games. Sports. Corp. expression
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Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.
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Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.
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Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.
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Het ooit zo bloeiende Nederlandse kloosterleven is naar de rand van de samenleving gedrukt. Hoewel mensen misschien wel als nooit tevoren snakken naar spiritualiteit en zingeving in een voortrazende en onbarmhartige maatschappij, lokt het leven van gehoorzaamheid, armoede, celibaat en gemeenschap nog maar heel weinig mannen en vrouwen. Kloosters sluiten, congregaties heffen zichzelf op, gemeenschappen verdwijnen uit de geschiedenis. Het einde is in zicht, zou je zeggen. In dit essay verzet de bekende cultuurtheoloog Frank G. Bosman zich tegen deze opvatting, naar aanleiding van 900 jaar norbertijnen in Nederland. Hij roept religieuze mannen en vrouwen op zichzelf niet te verloochenen. Ik verbied u zelfmoord te plegen, drukt hij ze op het hart. Bosman pleit voor een nieuwe visie op het religieus gemeenschapsleven in de 21ste eeuw. Als postmoderne narren staan monniken, zusters, regulieren en kluizenaars op de bres voor het onbegrijpelijke wonder van universele broeder- en zusterschap. Tegen beter weten in. Tegen de maatschappelijk stroom in. Gods dwazen. Dr. Frank G. Bosman (1978) is cultuurtheoloog, verbonden aan de Tilburg School of Catholic Theology. Hij is een bekende mediapersoonlijkheid en auteur van tientallen boeken en bundels over religie, cultuur en samenleving.
Monastic and religious life --- Christianity --- Holy fools --- Spiritual life --- History --- Catholic Church
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