cyberspace salvations
Although I have read “Techgnosis” (↵Davis 1998) and still am deeply impressed and quite influenced by William Gibson’s rendition of a voodoo-haunted cyberspace in “Count Zero” (↵Gibson 1986), and although I have been into the anthropology of religion, magic, and all other things that go bump in the night for the longer time of my being at the university, I am not on a quest for finding salvation in cyberspace [really?]. But spirituality [in the broadest sense possible] of course always has to be an issue when trying to understand cultures. That’s the background of my using according metaphors in e.g. ↵creation myth. Just today I discovered the very interesting research-project ↑Cyberspace salvations: Computer technology, simulation and modern gnosis:
I am especially attracted to project 2 ↑The gnostic dimension of gaming:
Whereas many academic and popular comments, informed by a deep-seated suspicion of the social role of computer technology , represent computer games as mere alienated amusement or ‘play’, others portray them in a much more revolutionary light. In line with Baudrillard’s view that games exemplify the postmodern proliferation of simulation and the “disappearance of reality”, some designers regard the production of spiritual experiences as their “business.” Rushkoff argues that the bodiless immersion in these digital worlds of magic can not be disregarded as trivial entertainment or alienation, because fantasy role-playing serves, like traditional religion and formal psychotherapy, “as both spiritual practice and transformational tool.” Given these contrasting claims, the culture of computer games is a central and obvious testing-ground for our hypothesis. ↑[…]
via entry at interprete [where the sato now roams]