Religion and Computer Games: a Theological

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Religion and Computer Games: a Theological RELIGION AND COMPUTER GAMES: A THEOLOGICAL EXPLORATION OF RELIGIOUS THEMES IN WORLD OF WARCRAFT By HANNA KIM A Thesis Submitted to The University of Birmingham For the degree of MASTER OF PHILOSOPHY Department of Theology and Religion College of Arts and Law The University of Birmingham January 2012 ABSTRACT The virtual worlds provided by online games give players the opportunity to engage with the virtual reality manifested by symbols and images. These symbols and images have the particular characteristic of communicating meanings to people who interpret them. Virtual experience, in relation to these symbols and images, provides a different dimension of engaging with symbolic meanings. In particular, online games based on mythological and religious narratives display religious themes in terms of theological and philosophical ideas contained within virtual experiences. This thesis focuses on the use of religious themes which may be found in the online game, World of Warcraft, utilising empirical observation by means of the observation, in particular, of a human priest character; this has enabled a focus on the use of religious symbols and images in relation to virtual priestly abilities and talents. It represents how the virtual world reflects religious symbols in a particular religious character’s life. Theological and philosophical themes relating to death and resurrection have been researched through an analysis based on virtual participant observation. This research shows how dualistic interpretations have been applied to important matters such as the nature of a character’s existence and of the virtual world. ii DEDICATION For God, who has inspired this project. iii ACKNOWLEDGEMENTS I would like to thank both Ian Draper and Edmond Tang who, as my supervisors, gave me constant support and help during my studies. Ian made insightful comments referring to cyberspace and helped me to deal with general academic issues. Edmond inspired me to develop my basic ideas into an insightful discussion, giving theological advice and comments. I could not have completed the research without their ideas, criticism and encouragement. I would like to thank Pam, who proof-read my whole thesis with deep consideration, even though she had to teach her students at the same time. I would like to thank both Sung-jin Lee and Young-sook Han who, as my parents- in-law, gave me financial and emotional support to continue studying. They paid my whole tuition fees and the total cost of my studies and constantly prayed for me. Without their help I could not have completed my studies. I also thank my parents, Hyun-dong Kim and Hyun-hee Cho, who have supported my whole life with constant love. They sacrificed themselves for my studies, spending most of their time taking care of their grandchild. They dealt with most of my private concerns and chores which I needed to do but could not. I thank both my husband and daughter, whom I love. Sae-hoon Lee, my husband, always encouraged me to concentrate on my studies. He also suggested ideas referring to computer games, based on his work experience with Microsoft. With his love and support I could endure studying whenever I despaired. Dain Lee, my beloved child, always gave support without complaining about my frequent absence. And finally, I iv thank God who gave me strength and everlasting love. Without Him I couldn’t do anything. v TABLE OF CONTENTS ABSTRACT ........................................................................................................................ ii DEDICATION ................................................................................................................... iii ACKNOWLEDGEMENTS ............................................................................................... iv TABLE OF CONTENTS ................................................................................................... vi LIST OF TABLES .............................................................................................................. x LIST OF FIGURES .......................................................................................................... ..xi LIST OF ABBREVIATIONS ........................................................................................... xii CHAPTER 1 INTRODUCTION ...................................................................................... 1 1.1 Introduction ................................................................................................. 2 1.1.1 The Emergence of Virtual Worlds................................................... 2 1.1.2 Religious and Theological Aspects ................................................. 7 1.1.3 Online Games and WoW ............................................................... 11 1.2 Religious Themes and Virtual Worlds ...................................................... 19 1.2.1 Religious Symbols and concepts.................................................... 19 1.2.2 Virtual Experience ......................................................................... 24 1.3 Research Questions .................................................................................... 29 1.4 Methodology .............................................................................................. 32 1.4.1 The Difference between Cyberspace and Real-World Study .............................................................................................. 32 vi 1.4.2 Main Methodologies ...................................................................... 34 1.5 Outline of the thesis ................................................................................... 42 1.6 Contributions .............................................................................................. 44 1.6.1 Bringing the Dimension of the Virtual Worlds of Online Games into Theological Debate .................................................... 44 1.6.2 Collection of Empirical Data about Religious Themes in the Virtual World ........................................................................... 45 1.6.3 Development of a New Theoretical Framework Engaged with Religious Symbolism and Computer Games ......................... 47 1.7 Summary and Conclusion .......................................................................... 49 CHAPTER 2 APPROACHING VIRTUAL WORLDS ............................................... 50 2.1 Introduction ............................................................................................... 51 2.2 To Play, or not to Play: That Is the Question ............................................. 53 2.3 Cyber-Culture and Online Games in South Korea..................................... 61 2.4 Cyberspace, Online games and Theology .................................................. 71 2.5 Summary and Conclusion .......................................................................... 82 CHAPTER 3 THEOLOGICAL EXPLORATION ......................................................... 84 3.1 Introduction ................................................................................................ 85 3.2 Reality and Virtual Reality ........................................................................ 87 3.3 Religious Symbolism ............................................................................... 104 3.4 Virtual Identity ......................................................................................... 117 3.5 Virtual Experiences? Or Real Experiences? ............................................ 121 3.6 Ethical and pastoral issues ....................................................................... 127 vii 3.6.1 Ethical issues ................................................................................ 127 3.6.2 Pastoral issues .............................................................................. 130 3.7 Summary and Conclusion ........................................................................ 134 CHAPTER 4 INTRODUCING WORLD OF WARCRAFT ....................................... 136 4.1 Introduction .............................................................................................. 137 4.2 Characteristics of WoW ........................................................................... 139 4.3 The Virtual World of WoW ..................................................................... 145 4.4 Players and Their Communication in WoW ............................................ 154 4.5 Summary and Conclusion ........................................................................ 161 CHAPTER 5 THE PRIESTHOOD IN WORLD OF WARCRAFT ............................ 164 5.1 Introduction .............................................................................................. 165 5.2 The Life of a Human Priest in WoW ....................................................... 166 5.3 Priestly Abilities ....................................................................................... 181 5.4 Priestly Talents ......................................................................................... 187 5.4.1 Discipline ..................................................................................... 187 5.4.2 Holy .............................................................................................. 191 5.4.3 Shadow ......................................................................................... 194 5.5 Summary and Conclusion ........................................................................... 197 CHAPTER 6 DEATH AND RESURRECTION
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