Can authentic religious expression be found in a digital medium?

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Looking at virtual worlds, it is important to understand that watching an avatar which represents the viewer can provide a compelling experience. Rizzolatti’s discovery that brain activity while watching a task is similar to brain activity while performing the task, shows that 3D worlds like second life should be able to trigger a similar experience to participating in the physical ritual.
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For the social capital earned in these sites to have a lasting value, the disposable nature must be replaced. Developers of online community games such as World of Warcraft have found that having users work together towards goals can build very strong personal ties while gaining in-world prestige over several years of commitment. Churches wanting to encourage loyalty in both their online and offline congregations need to provide tangible goals for users to work toward in small community groups with internal trust and companionship rewards and progressive external rewards in acknowledgement of
successful task completion. These tasks could include activities ranging from raising a set monetary goal for the church, to developing a new online forum or collaborating in gathering signatures for a petition to recognise online churches.

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I have only seen limited expressions of this in online churches, but I expect that when religious leaders begin adapting game theory and digital media to promote religious expression the real extent of the potential benefits of digital media for religion will begin to be understood.
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Bibliography
Camerer Colin F. Behavioral Game Theory: Experiments in Strategic Interaction [Journal]. – Princeton : Princeton University Press, 2003.
Campbell Spiritualising the Internet [Journal] // Heidelberg Journal of Religions on the Internet. – online : [s.n.], 2005. – 1 : Vol. 1.
Gallese, V; Fadiga, L; Fogassi, L; Rizzolatti, G Action recognition in the Prmotor Cortex [Journal] // Brain. – Oxford : [s.n.], 1991.
Hagström C Playing with Names: Gaming and Naming in World of Warcraft [Journal] // Digital Culture, Play, and Identity. – Massachusetts : Massachusetts Institute of Technology, 2008.
Helland C Online Religion as Lived Religion [Journal] // Heidelberg Journal of Religions on the Internet. – online : [s.n.], 2005. – 1 : Vol. 1.
Nice post thanks for ssharing
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You make it sound like all of SL’s spiritual sites are a wasteland, but some of us stayed around, and we still meet though “corporate worship” is pretty far from what I see going on. I’d like to hear more about this “massive corporate worship” that you mention in this article.
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Out of curiosity, have you read (or heard of?) the Altered Carbon trilogy?
It’s sci fi, in a future where the mind can be seperated from the body digitally, and added back to another body. (or stored indefinitely, or put in virtual reality, etc).
Across the novels the author looks at multiple religions handling this. In one, there is a church which never accepted that mind(soul) could be divorced from the body, and does not allow it’s followers to be ‘resleeved’ (ie, mind put into another body). Because of this, they cannot travel between worlds except the slow sublight way, and so the religion has become a minor cult on earth. Catholicism.
On the other hand, in another book, we visit a sect which have taken the possibility of virtual existance to the extreme, and live solely in a virtual monastery. A monk there talks about how in this world, he can decide to climb great mountains… can decide what it means to fall… decide what gravity means, and decide what “pain” means. And decide how important those things are – or aren’t, to his long term growth.
Anyway, this post reminded me of that. Can lend you these if you’re interested to read 🙂
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