Video games are increasingly becoming a part of people’s daily lives. More importantly, digital games have been increasingly built as products that challenge the player morally and ethically. Video games do not only demonstrate their moral and ethical influence, they also influe…
This exploratory study of the implementation of computer technology in an American Islamic private school leveraged the case study methodology and ethnographic methods informed by symbolic interactionism and the framework of the Muslim Diaspora. The study focused on describing t…
Araştırmada, yaygın din eğitimi aracı olarak en yaygın kullanıma sahip olan kitle iletişim araçlarından televizyon ve Youtube'da yayınlanan dini içerikli program ve kanallar incelenmiştir. Birinci bölümde, konunun kavramsal ve kuramsal çerçevesi ile ilgili literatür çalışmaları …
The following critical appraisal presents eight interlinked works that apply and extend Michael Barkun’s (2003) concept of ‘improvisational millennialism’. This body of work demonstrates that, as Barkun suggests, the concept is widely applicable to the online communities in whic…
Second Life is a long established virtual world, set up as a user created space, rather than a games studio designed product. This longevity is interesting, providing an example of how humans can develop a presence in virtual space, and where people, re-embodied as avatars, inte…