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Affirming the resurrection of the incarnate Christ
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ISBN: 9781107027299 9781139225748 9781107429468 9781139550031 1139550039 113922574X 9781139554992 1139554999 1107027292 1107429463 1139889397 113956482X 113955624X 1139552546 1283638398 1139551280 9781139889391 9781139552547 9781283638395 9781139551281 Year: 2012 Volume: 153 Publisher: Cambridge Cambridge University Press

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The first letter of John is commonly understood to contain no reference to Jesus's resurrection. Matthew D. Jensen argues that, far from this being absent from the theology of 1 John, the opening verses contain a key reference to the resurrection which undergirds the rest of the text and is bolstered by other explicit references to the resurrection. The book goes on to suggest that the author and the readers of this epistle understand themselves to be the authentic Israel from which faithless Jews had apostatized when they denied that Jesus was 'the Christ' and left the community. Jensen's interpretation calls for a new understanding of the historical context in which 1 John was written, particularly the question of Jesus' identity from the perspective of his fellow Jews. An innovative and provocative study, of interest to scholars and advanced students of New Testament studies, Johannine theology and Jewish history.


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Affirming the resurrection of the incarnate Christ : a reading of 1 John
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ISBN: 9781139225748 Year: 2012 Publisher: Cambridge Cambridge University Press

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Persuasive gaming in context

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The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.

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