Mediatyzacja kultu religijnego na przykładzie mszy w Roblox

The article provides an analysis of the phenomenon of transferring religious practices to the digital world, with a particular focus on the game Roblox. In the context of technological progress and the Covid-19 pandemic, which accelerated the migration to the virtual world, the author analyzes how the religiosity of network users and players adapts to new digital realities.The article emphasizes the controversy of the topic, drawing attention to the difficulties associated with transferring metaphysical experiences to the digital environment. Despite this, the author notes that manifestations of religious behavior have been present on the Internet almost since its inception.A specific example that is the subject of analysis is the media phenomenon of masses celebrated in the game Roblox. The author presents the genesis of this phenomenon and the reaction of the media and the church environment to its growing popularity in Poland.

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Publication Details

Journal
Łódzkie Studia Teologiczne
Published
2024-12-30
DOI
https://doi.org/10.52097/lst.2024.4.37-49
Citations
1
Primary Topic
Catholicism, Bioethics, Media, Education
Type
article
Field-Weighted Citation Impact
0.53
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article

Mediatyzacja kultu religijnego na przykładzie mszy w Roblox

Piotr Lendzion
1 citations
Łódzkie Studia Teologiczne
Catholicism, Bioethics, Media, Education
0.53
article

Mediatyzacja kultu religijnego na przykładzie mszy w Roblox

Piotr Lendzion
article en
1 citations

Abstract

The article provides an analysis of the phenomenon of transferring religious practices to the digital world, with a particular focus on the game Roblox. In the context of technological progress and the Covid-19 pandemic, which accelerated the migration to the virtual world, the author analyzes how the religiosity of network users and players adapts to new digital realities.The article emphasizes the controversy of the topic, drawing attention to the difficulties associated with transferring metaphysical experiences to the digital environment. Despite this, the author notes that manifestations of religious behavior have been present on the Internet almost since its inception.A specific example that is the subject of analysis is the media phenomenon of masses celebrated in the game Roblox. The author presents the genesis of this phenomenon and the reaction of the media and the church environment to its growing popularity in Poland.

Łódzkie Studia TeologiczneVol. 33(4)
Cardinal Stefan Wyszynski University in Warsaw (PL)
Openalex Percentile: Top 23%
Catholicism, Bioethics, Media, Education
0.53
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Mediatyzacja kultu religijnego na przykładzie mszy w Roblox — Piotr Lendzion · Łódzkie Studia Teologiczne (2024) | TGRS Research Map | TGRS