What is JacketFlap

  • JacketFlap connects you to the work of more than 200,000 authors, illustrators, publishers and other creators of books for Children and Young Adults. The site is updated daily with information about every book, author, illustrator, and publisher in the children's / young adult book industry. Members include published authors and illustrators, librarians, agents, editors, publicists, booksellers, publishers and fans.
    Join now (it's free).

Sort Blog Posts

Sort Posts by:

  • in
    from   

Suggest a Blog

Enter a Blog's Feed URL below and click Submit:

Most Commented Posts

In the past 7 days

Recent Comments

Recently Viewed

JacketFlap Sponsors

Spread the word about books.
Put this Widget on your blog!
  • Powered by JacketFlap.com

Are you a book Publisher?
Learn about Widgets now!

Advertise on JacketFlap

MyJacketFlap Blogs

  • Login or Register for free to create your own customized page of blog posts from your favorite blogs. You can also add blogs by clicking the "Add to MyJacketFlap" links next to the blog name in each post.

Blog Posts by Tag

In the past 7 days

Blog Posts by Date

Click days in this calendar to see posts by day or month
new posts in all blogs
Viewing: Blog Posts Tagged with: Geraci, Most Recent at Top [Help]
Results 1 - 3 of 3
1. Gaming the system

By Robert M. Geraci


2014 is the year of role-playing…November marks the 10th anniversary of World of Warcraft, the first truly global online game, and in January gamers celebrated the 40th anniversary of Dungeons & Dragons, the fantasy game of elves and dwarves, heroes and villains, that changed the world.

Photo of Dungeons and Dragons

When Dungeons & Dragons (D&D) became popular in the late 1970s and early 1980s, many commentators lambasted the game as a gateway to amorality, witchcraft, Satanism, suicide, and murder. Of course, such accusations were no more substantive than the claim that vicious tricksters put needles in Halloween candy, and eventually everyone saw through them. In fact, the only thing that D&D’s detractors got right is that D&D competed against the conservative religions that attacked them.

Those original D&D books were and remain sacred texts. Finding an out-of-print copy of Deities and Demigods was a religious experience in the 1980s. It was impossibly rare, appearing once a year behind the counter at the comic book shop and with a plastic bag protecting it from the mundane dust, dirt, and fingerprints that could sully its sacred value (and it’s high price). The magic of Unearthed Arcana could inspire the spirit, renewing a love of the game through new rules and new treasures. Like any good sacred text, the handbooks of D&D enthralled the players and gave them dreams worth dreaming. In doing so, they gave them opportunities to be more than anyone else had ever hoped. Dungeons & Dragons made heroes of us all.

As the devoted fans of D&D grew up and, more often than not, gave up the game and its requisite all-night forays against evil, fueled by junk food, soda, or beer, they nevertheless carried it with them in their hearts and their minds. Dungeons and Dragons never changed people into Satanists and murderers, but it did change them. All of those years carrying a Player’s Handbook or a Dungeon Master’s Guide couldn’t help but reshape the bodies that lugged them around or the minds that fixated upon their contents. Those books encouraged adventure, and a desire to go one step further, even in the face of cataclysmic danger. Let the mysterious be understood, for there is always another mystery to uncover.

Dungeons & Dragons was a revelation. It didn’t come—as far as we know—from any gods, but it revealed the future. Today more than 90% of high school students play videogames and the demographics just keep getting better for the manufacturers. Every time a new Marvel comics-themed movie hits the theaters, it goes radioactive, raking in many times over its enormous cost to film. The religions of Star Trek and Star Wars have played a part in this cultural turn, and they get most of the mainstream credit. But it was the subtler impact of D&D that really re-shaped the world. Dungeons & Dragons provided the intellectual and imaginative space that has produced many of today’s great writers, technology entrepreneurs, and even academics. The game is a game of imagination, and its players—whether they gave up when they graduated high school or college or whether they play now with their friends and their children—never forgot what it means to imagine a world. They’ve been re-imagining this one into their image of it and we should all be thankful for the opportunity to play in their world.

Robert M. Geraci is Professor in the Department of Religious Studies at Manhattan College.  He was the principle investigator on a National Science Foundation grant to study virtual worlds and the recipient of a Fulbright-Nehru Senior Research Award (2012-2013), which allowed him to investigate the intersections of religion and technology at the Indian Institute of Science in Bangalore. He is the author of Apocalyptic AI: Visions of Heaven in Robotics, Artificial Intelligence, and Virtual RealityVirtually Sacred: Myth and Meaning in World of Warcraft and Second Life; and many essays that analyze the ways in which human beings use technology to make the world meaningful.

Subscribe to the OUPblog via email or RSS.
Subscribe to only religion articles on the OUPblog via email or RSS.
Image credit: Dungeons and Dragons (meets Warhammer…) by Nomadic Lass. CC BY-SA 2.0 via Flickr.

The post Gaming the system appeared first on OUPblog.

0 Comments on Gaming the system as of 8/9/2014 7:06:00 AM
Add a Comment
2. Death to Humans! (The Apocalypse Remix)

Read his previous post, 10 Ways World of Warcraft Will Help You Survive the End of Humanity!

By Robert M. Geraci


Scientific American recently rocked the Internet with its editors’ piece “Death to Humans! Visions of the Apocalypse in Movies and Literature” but, in doing so, have missed half of the fun. In an article where the sublime (The Matrix) meets the atrocious (The Postman), the chief problem that SciAm’s editors suffer is that, to be honest, they do not know what an apocalypse is.

Threats to the world are not apocalyptic. In one of the apocalyptic texts par excellence, the Book of Revelation, the world isn’t just going to end…it’s going to transform in radical fashion (admittedly thanks to the seven seals that FBI and ATF members thought were marine mammals when David Koresh quoted them, the many-headed beast, and the whore of Babylon who will be drunk on the blood of the martyrs). Despite all the trials and tribulations, the end of the world is a good thing: it will end with the establishment of a wondrous new one.

So, how about some more apocalyptic films and books?

R.U.R. (1927; play) – Robots plan on killing us all. But after they’ve finished their noble work, they will explore an earth purged of, umm, us.

2001: A Space Odyssey (1968; film and novel) – In Kubrick’s and Clarke’s classic, David Bowman gets sucked into a galactic hotel and comes back a “Star Child” who can toss aside nuclear weapons as though they are paper airplanes. A new world shall dawn in the warm glow of the cosmic baby’s power.

Dark City (1998, film) – After John Murdoch psychokinetically conquers the aliens who have enslaved humankind, he remains stuck in a spaceship but uses its powers to provide himself with a West coast paradise where he will spend the future with a lovely woman whose memories have been tailored to match his own.

The Lord of the Rings (1954-1955 and 2001-2003; novels and films) – When two hobbits (one deranged and well past his prime, the other just twisted and tired after a noble quest) struggle at the flaming precipice of Mount Doom, they inaugurate a new world. In the end, lava purges the forces of evil and the friendly hobbits have a fighting chance to spend eternity blowing smoke rings and cheering for fireworks.

Down and Out in the Magic Kingdom (2004; novel) – Cory Doctorow paints us a future where we can spend an infinity in Disney Land, rejuvenating our bodies and, when necessary, restoring our minds to cloned bodies in the case of, well, an accident.  And the line at the Pirates of the Caribbean ride won’t matter because you have an infinite amount of time to wait.

Accelerando (2006; novel) – After the machines take over the solar system, predicts Charles Stross, we can always ask a divine

0 Comments on Death to Humans! (The Apocalypse Remix) as of 1/1/1900
Add a Comment
3. 10 Ways World of Warcraft Will Help You Survive the End of Humanity

Lauren Appelwick, Publicity

Robert M. Geraci is Assistant Professor of Religious Studies at Manhattan College. In his new book Apocalyptic AI: Visions of Heaven in Robotics, Artificial Intelligence, and Virtual Reality, he examines the “cyber-theology” which suggests we might one day upload our minds into robots or cyberspace and live forever. Drawing on interviews with roboticists, AI researchers, Second Life devotees, and others, Geraci reveals that the idea of Apocalyptic AI is strikingly similar to Judeo-Christian apocalyptic traditions. Here, he shares 10 ways World of Warcraft, one virtual reality game, could help us survive the end of the world as we know it.

1. The dangers will be minimal…level 80 priests can provide universal health care.
President Obama plans to insure 32 million more Americans than are currently protected; but the area of effect healing spells of priests can jump from one person to another, healing them as they become sick and injured without need for hospital visits, insurance payments, etc. This approach to medical treatment has obvious benefits over the constant paperwork that federally mandated insurance will require.

2. When aliens come to take over the planet, they’ll get addicted to WoW and forget what they were doing.
Instead of world domination, aliens will hope to complete all four daily cooking quests for The Rokk. After they’ve already eaten Emeril, they’ll spice up their life with Super Hot Stew and realize that people don’t taste all that good after all.

3. Who needs indoor plumbing? You’re already used to peeing into bottles.
Your guild’s “friendly” three day race to level 80 has given you all the continence you need…and the willingness to do what you must when the time comes.

4. After countless hours of farming for minerals, herbs and animal hides, you’re well prepared for life after subprime mortgages collapse the economy.
Let’s face it, the economy is in shambles and no one knows when it will recover. On the other hand, while toxic mortgage securities provide neither housing nor security, a proper skinner can ensure that all the local children stay warm through the winter.

5. Gnomish engineers will program the robots to like you (though they can’t guarantee proper functioning).
It’s not the Gnomes’ fault that Skynet became self-aware…they didn’t think it would defend that off switch so vociferously! And to compensate, they’ll happily upload your mind into one of their inventions so that you can join the robots in their post-apocalyptic future.

6. As the value of the dollar declines, gold and mithril will remain safe investments.
Gold will shine through the darkest of times and foreign governments will always be content to buy it from you at the auction house.

7. Your family pet can take aggro for you while you lay a fire trap to destroy a zombie mob.
A lifetime of treats and petting repaid in one priceless moment.

8. Your potions of underwater breathing will let you grab the a

0 Comments on 10 Ways World of Warcraft Will Help You Survive the End of Humanity as of 1/1/1900
Add a Comment