The growing of Internet users is amazing. Among these users, there are users who even practice their religion online. A study conducted by Pew Internet & America Life Project found that 64% of the America’s 128 million Internet users have done things online that relate to religious or spiritual matters.
In response to this need, there are some churches and missions’ organization started doing online ministry. In line with this development, there is another medium arise called Virtual Worlds. USATODAY and the Christian Post reported that Leaders of Christian, Jewish and Muslim sites estimate about 1,000 avatars teleport into churches, synagogues or mosques on a regular basis while hundreds more list themselves with Buddhist, Pagan, Wiccan and other groups.
This research is based on Christian Theology with narratology and ludology as video game study’s on designing a religious site in the Second Life®. This study answers questions like; what are the significance features of Second Life for spiritual enlightenment to its users? And what are the design patterns of the “religious site” (the site as mentioned in RQ1)? It uses “research through design” by "Design-Implementation-Evaluation" of a religious site in Second Life. The findings suggest that Second Life and its features could be transformed into “sacred” place and give spiritual enlightenment to its users. The features of Second Life which provide spiritual enlightenment to its users include: Animation, Audio Visual and the Interactive Environment. There are four design principles in resulting of this research including; Storytelling, Mapping, Affectiveness and Virtual Ritual which could be used in designing religious site in Second Life.
Table of Contents
CHAPTER I INTRODUCTION
1.1 Research Background
1.2 Virtual Worlds
1.3 Virtual Religious Activity
1.4 Research Question
1.5 Research Scope
1.4 Research Framework
CHAPTER II LITERATURE REVIEW
2.1 Ludology
2.2 Narratology
2.3 Spiritual Experience
CHAPTER III DESIGN DEVELOPMENT
3.1. Design Process
3.1.1 Define
3.1.2 Collecting Information
3.1.3 Design Steps
3.1.4 Implementation
3.1.5 Evaluation
CHAPTER IV RESULTS AND DISCUSSIONS
4.1. Results
4.2. Discussions
CHAPTER V CONCLUSIONS AND RECOMMENDATIONS
5.1. Conclusions
5.2. Recommendations
Research Objectives and Themes
This doctoral dissertation investigates the potential of virtual worlds, specifically Second Life, to facilitate spiritual enlightenment and religious practice through the design and implementation of a dedicated religious site. Using the Christian tradition of the Via Dolorosa as a foundational narrative, the research explores how virtual environments can be transformed into sacred spaces that foster meaningful user experiences.
- Application of Christian theology, narratology, and ludology in virtual environment design.
- Implementation of a "research through design" methodology involving a three-stage process: Design, Implementation, and Evaluation.
- Identification of key design principles—Storytelling, Mapping, Affectiveness, and Virtual Ritual—for religious sites in virtual worlds.
- Analysis of user engagement and spiritual feedback from participants within the Second Life platform.
Extract from the Book
3.1.3 Design Steps
The design follows the story of Christ’s crucifixion as it is written in the four Gospels and applies narratology and ludology principles. The design concept, architecture, scenario and overall idea are developed based on a literature review, real world photo and historical site of Jerusalem. The site is designed as a mirror of the Via Dolorosa.
The Via Dolorosa basically has two major parts; the old city of Jerusalem and the surrounding environment. The old city of Jerusalem is the place where we locate the Via Dolorosa, and the surrounding environment is the supporting area to the city. The site is built inside the Second Life and has two major parts. It is located on (90, 185, 23; https://secondlife.com/destination/via-dolorosa---station-of-the-cross ) in Second Life. It’s a full prim simulation (sims) island which allows the full feature from Linden Lab, the creator of Second Life. Its architecture elements are designed to be the same with the ‘real’ Via Dolorosa. The basic idea is to provide full experience to avatar as they could have in ‘real’ Via Dolorosa. The design concept, scenario, and the story have been done by Arke Lethecus (my avatar inside the Second Life). The design process has been done in collaboration with builders (Namssab1nad Piers and Gin Galtier), animator (Electra Karsin), script writer (Taff Nouvelle) and assistance for information cards (Skyfire Constantine).
Summary of Chapters
CHAPTER I INTRODUCTION: Establishes the research background, defines virtual worlds and online religious activity, outlines research questions, and presents the research framework.
CHAPTER II LITERATURE REVIEW: Examines academic perspectives on game studies, focusing on ludology, narratology, and the nature of spiritual experience in virtual environments.
CHAPTER III DESIGN DEVELOPMENT: Details the practical methodology of "research through design," covering the definition, information gathering, design steps, implementation, and evaluation of the site.
CHAPTER IV RESULTS AND DISCUSSIONS: Presents the empirical findings based on questionnaires and feedback from visitors, discussing the significance of various site features.
CHAPTER V CONCLUSIONS AND RECOMMENDATIONS: Synthesizes the research findings, confirms the potential of virtual worlds as sacred spaces, and offers recommendations for future study.
Keywords
Ludology, Narratology, Religion, Second Life, Virtual Worlds, Virtual Pilgrimage, Via Dolorosa, Christian Theology, Religious Education, Sacred Space, Digital Ritual, Immersive Design, Interactive Media, Online Ministry, User Experience.
Frequently Asked Questions
What is the core focus of this research?
The research explores the potential of designing a religious site, specifically the Via Dolorosa, within the Second Life virtual environment to facilitate spiritual experiences for its users.
What are the primary themes addressed?
The central themes include the integration of Christian theology with game design theories, the creation of sacred virtual spaces, and the impact of interactive environments on religious engagement.
What is the primary objective of this work?
The study aims to determine the significant features of Second Life that contribute to user spiritual enlightenment and to identify effective design patterns for religious sites in virtual platforms.
Which scientific methodology is applied?
The author utilizes a "research through design" methodology, which involves a structured cycle of design, implementation, and evaluation to create and refine the religious site.
What is covered in the main section of the dissertation?
The main section details the design development process, including mapping the Via Dolorosa, creating the Cathedral, implementing animated tours, and evaluating user experiences through surveys.
Which keywords characterize this work?
Key terms include Ludology, Narratology, Religion, Second Life, Virtual Worlds, and Virtual Pilgrimage, among others.
How is the "Via Dolorosa" design implemented in Second Life?
The site functions as a virtual mirror of the real Jerusalem path, utilizing 14 stations of the cross, where avatars can engage in scripted, animated tours to mimic the experience of carrying the cross.
What role does the "Cathedral" play on the island?
The Cathedral serves as a space for communal activities, including Sunday services, wedding ceremonies, and morning prayer meetings, enhancing the social and religious life of the island.
Why are "assistant boards" used within the simulation?
They are implemented to guide users through the interactive, animated components of the tour, ensuring that visitors understand how to use the specific scripts provided for a successful spiritual experience.
- Citar trabajo
- Emil Kaburuan (Autor), 2012, Spiritual Enlightenment in Virtual Worlds. Designing a Religion Site in Second Life, Múnich, GRIN Verlag, https://www.grin.com/document/282313