Religion and popular culture : rescripting the sacred / Richard W. Santana and Gregory Erickson.

By: Contributor(s): Material type: TextPublication details: Jefferson, N.C. : McFarland, c2008.Description: vi, 225 p. ; 23 cmISBN:
  • 9780786435531 (softcover : alk. paper)
  • 0786435534 (softcover : alk. paper)
Subject(s): LOC classification:
  • BL 2525 .S258 2008
Contents:
Popular culture and popular religion in America -- "Jesus is standing at home plate" : baseball and American Christianity -- Consuming faith : advertising, the pornographic gaze and religious desire -- Absolute contradictions : perceptions of the spiritual and the religious in popular music -- The gods of film : representing God and Jesus at the movies -- Television drama, fan communities and theology : God as "nothing solid" -- Demons, aliens and spiritual warfare : belief and reality -- Evil reloaded : political rhetoric, philosophy, and video games after 9/11.
Summary: "This work considers ways in which American cultural products such as TV, advertising, music, and video games have played a significant role in creating, representing, and influencing contradictory religious identities"--Provided by publisher.
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Holdings
Item type Current library Call number Status Barcode
Book Storms Research Center Main Collection BL 2525 .S258 2008 (Browse shelf(Opens below)) Available 98634137

Includes bibliographical references (p. 211-219) and index.

Popular culture and popular religion in America -- "Jesus is standing at home plate" : baseball and American Christianity -- Consuming faith : advertising, the pornographic gaze and religious desire -- Absolute contradictions : perceptions of the spiritual and the religious in popular music -- The gods of film : representing God and Jesus at the movies -- Television drama, fan communities and theology : God as "nothing solid" -- Demons, aliens and spiritual warfare : belief and reality -- Evil reloaded : political rhetoric, philosophy, and video games after 9/11.

"This work considers ways in which American cultural products such as TV, advertising, music, and video games have played a significant role in creating, representing, and influencing contradictory religious identities"--Provided by publisher.

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