1,308 research outputs found

    The Orange-Bearing Lemon Tree:Theodicy in the Netflix Series Jaguar

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    I Am Not Good at Any of This:Playing with Homoeroticism in The Arabian Nights

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    The story collection known in the West as The Arabian Nights or One Thousand and One Nights, is famous, among other things, for its erotic playfulness. This eroticism was (and is) one of the key reasons for its continuous popularity after Antoine Galland’s French translation in 1704. The Arabian Nights includes, besides traditional, heterosexual acts, play, and desires, examples of homoerotic playfulness—even though we must tread lightly when using such Western concepts with an oriental text body such as this one. The homoerotic playfulness of The Arabian Nights is the subject of this article. By making use of a text-immanent analysis of two of the Nights’ stories—of Qamar and BudĂ»r and of AlĂź ShĂąr and Zumurrud—the author of this article focuses on the reversal of common gender roles, acts of cross-dressing, and, of course, homoerotic play. He will argue that these stories provide a narrative safe environment in which the reader is encouraged to “experiment” with non-normative sexual and gender orientations, leaving the dominant status quo effectively and ultimately unchallenged, thus preventing the (self-proclaimed) defenders of that status quo from feeling threatened enough to actively counter-act the experiment

    Adam Lay Ybounden:A Marian Felix Culpa

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    The 15th-century poem ‘Adam lay ybounden’ presents a ‘folk version’ of the paradoxical theology of the notion of felix culpa, Adam’s ‘happy fault’ by which the Incarnation of God in Jesus of Nazareth was unintentionally provoked. The poem is simple in its vocabulary, but elaborate in its invocation of theological notions such as the descensus Christi as inferos, the felix culpa and the necessarium Adae peccatum, both from the Easter prayer of the ‘Exsultet,’ focussing on the role of Mary within the economy of salvation rather than on Christ’s. While having been researched only fragmentarily in the past, in this article, the theological content of this poem is analysed integrally for the first time

    There is no solution:Wicked problems in digital games

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    To Touch or to Be Touched:Doubting Thomas in the Bible, Apocryphal Texts, and the Arts. A Literary Perspective

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    In Christian tradition, the name of the Biblical Thomas is connected primarily to the story of John 20: 27 in which the apostle in invited by Jesus to touch his tortured body. This invitation is the result of Thomas' prior scepticism to the reality of the resurrection. Contrary to popular belief, the text of John does not indicate clearly if Thomas accepts Jesus' offer. John creates a narrative gap for the readers to fill in, stimulating the reader to contemplate the relationship between the notion of seeing, touching and believing, and their mutual dependency (or the lack of it). In this historical-literary article, the author investigates this literary dependency in the synoptic gospels, John's gospel, several apocryphal texts, and four famous paintings, all focussing on the character of Thomas, in search of the different ways in which these authors and artists try to fill in John's apparent narrative gap

    Five William Shakespeares Versus One Santa Claus:Self-Sacrifice and The Trolley Problem in the Series “The Good Place”

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    The television series The Good Place (2016–2020), created by Michael Schur revolves around four humans who—after their deaths—end up in what they believe to be heaven: the “Good Place”. In reality, however, they are in a very sophisticated torture place, built and directed by demons from the “Bad Place”. During the four seasons of the series, the four humans discover the true nature of their predicament and try to reach to “real” Good Place, through—among other means—improving their moral attitude, e.g., becoming a better person by taking ethical lessons provided by one of the four, who is an actual professor of moral philosophy. During these lessons, the four discuss many ethical and philosophical notions, ideas and problems, among which is Philippa Foot’s famous 1967 thought experiment known as the Trolley Problem. The series as a whole, the author of this article argues, revolves around this impossible moral dilemma, suggesting self-sacrifice as an ultimate solution to the Trolley Problem

    The Word Has Become Game:Researching Religion in Digital Games

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    In this article, the author proposes a multi-layered methodology for researching religion in video games. The author differentiates between five levels at which religion can be encountered in video games and/or video game research: material, referential, reflexive, ritual and meta level. These levels range from explicitly religious to implicitly religious, from game-immanent to game-transcendent, and from developer-intended to gamer-experienced. In this context, the author proposes a four-step methodology, which incorporates insights from both game-immanent and actor-centered approaches: internal reading (playing the game), internal research (collection of in-game information), external reading (mapping the intermedial relationships), and external research (gathering out-game information). Before doing so, the author proposes a new definition of video games as ‘digital, playable (narrative) texts’ that incorporate both ludological and narratological elements

    There is no solution:Wicked problems in digital games

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    Ethical gameplay can be defined as "the outcome of a game sequence in which players take definitive choices based on moral thinking, rather than instrumental thinking." Often moral problems presented by video games can be solved easily once the ethical framework of the game is understood, or on the basis of help from the visible moral feedback of the game, or simply by experimenting with the different outcomes by using the game's saving/loading system. In this article, I focus on the nature of the moral problems it presents to the player with the help of the notion of "wicked problems." Using four case studies from two games that heavily rely on ethical gameplay, I will differentiate between four kinds of moral problems arising from ethical gameplay: tame moral problems, semiwicked problems, real wicked problems, and super wicked problems, each of which present a greater (moral) challenge to the player
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