@article {2045,
	title = {Problematizing the Human-Technology Relationship through Techno-Spiritual Myths Presented in The Machine, Transcendence and Her},
	journal = {Journal of Religion \& Film},
	volume = {20},
	year = {2016},
	pages = {Article 21 },
	abstract = {This article explores three common techno-spiritual myths presented in three recent science fiction films, highlighting how the perceived spiritual nature of technology sets-out an inherently problematic relationship between humanity and technology. In The Machine, Transcendence and Her, human-created computers offer salvation from human limitations. Yet these creations eventually overpower their creators and threaten humanity as a whole. Each film is underwritten by a techno-spiritual myths including: {\textquotedblleft}technology as divine transcendence{\textquotedblright} (where technology is shown to endow humans with divine qualities, {\textquotedblleft}technological mysticism{\textquotedblright} (framing technology practice as a form of religion/spirituality) and {\textquotedblleft}techgnosis{\textquotedblright} (where technology itself is presented as a God). Each myth highlights how the human relationship to technology is often framed in spiritual terms, not only in cinema, but in popular culture in general. I argue these myths inform the storylines of these films, and spotlight common concerns about the outcome of human engagement with new technologies. By identifying these myths and discussing how they inform these films, a techno-spirituality grounded in distinctive posthuman narratives about the future of humanity is revealed.},
	keywords = {spiritual, technology},
	url = {https://digitalcommons.unomaha.edu/jrf/vol20/iss1/21/},
	author = {Campbell, H}
}
@book {2064,
	title = {Playing with Religion in Digital Games},
	year = {2014},
	publisher = {Indiana University Press},
	organization = {Indiana University Press},
	address = {Bloomington, IN},
	abstract = {Shaman, paragon, God-mode: modern video games are heavily coded with religious undertones. From the Shinto-inspired Japanese video game Okami to the internationally popular The Legend of Zelda and Halo, many video games rely on religious themes and symbols to drive the narrative and frame the storyline. Playing with Religion in Digital Games explores the increasingly complex relationship between gaming and global religious practices. For example, how does religion help organize the communities in MMORPGs such as World of Warcraft? What role has censorship played in localizing games like Actraiser in the western world? How do evangelical Christians react to violence, gore, and sexuality in some of the most popular games such as Mass Effect or Grand Theft Auto? With contributions by scholars and gamers from all over the world, this collection offers a unique perspective to the intersections of religion and the virtual world.},
	keywords = {digital games, religion},
	issn = {978-0-253-01253-1},
	url = {http://www.iupress.indiana.edu/product_info.php?products_id=807175},
	author = {Campbell, H and Grieve, G}
}
