1. |
|
|
2. |
|
|
3. |
|
|
4. |
|
|
5. |
|
|
6. |
|
|
7. |
|
|
8. |
- Ackfeldt, Anders
(författare)
-
Review: Methods for Studying Video Games and Religion
- 2020
-
Ingår i: CyberOrient. - 1804-3194. ; 14:2, s. 107-109
-
Recension (övrigt vetenskapligt/konstnärligt)abstract
- The edited volume Methods for Studying Video Games and Religion (2017) by Vít Šisler, Kerstin Radde-Antweiler, and Xenia Zeiler takes the study of religion and video games seriously and recognizes the widespread usage of religious themes in the world of games. The book can be read as an exposé of the state of research in the field of Game Stud-ies with the specific focus on methods for researching how religion is represented in games and how religious traditions change and serves as inspiration for religious practices and beliefs.
|
|
9. |
- Ackfeldt, Anders
(författare)
-
Review: Representing Islam: Hip-Hop of the September 11 Generation
- 2021
-
Ingår i: CyberOrient. - 1804-3194. ; 15:2, s. 106-109
-
Recension (övrigt vetenskapligt/konstnärligt)abstract
- The book Representing Islam: Hip-Hop of the September 11 Generation (2020) by Kamaludeen Mohmed Nasir explores the entangled relationship between Islam and hip-hop. The book centers around Muslim hip-hop artists affected by the war on terror and the long-term consequences of the 9/11 attacks; increased surveillance, a securitization of Islam, and an amplified islamophobia, not only in the United States but around the world. The centrality of 9/11 for this diverse group of young Muslim artists is reflected in the fact that references to the attacks have been staples in aural, visual, and textual modes and occur as t-shirt prints, in punch lines, and metaphors as well as on record covers and sound bites.
|
|
10. |
|
|