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Fana, templa, delubra. Corpus dei luoghi di culto dell'Italia antica (FTD) - 5 : Regio X: Ljubljana, Vrhnika

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ISBN: 9782722604766 DOI: 10.4000/books.cdf.5041 Language: Italian
Publisher: Collège de France
Subject: History
Added to DOAB on : 2019-12-06 13:15:23
License: OpenEdition Licence for Books

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Abstract

Sotto la direzione di John Scheid, Olivier de Cazanove, Filippo Coarelli e Adriano La Regina, lo studio dei luoghi di culto dell’Italia antica è un progetto di ampia portata che si concretizza nella pubblicazione della serie di fascicoli che vanno sotto il nome di Fana, templa, delubra (FTD). Il progetto censisce e inventaria l’insieme delle fonti archeologiche e letterarie comprese tra il VII secolo a.C. e il VII secolo d.C. in rapporto a singoli luoghi di culto. Il quadro generale di questo corpus è quello delle regioni augustee e, all’interno di queste, le unità di riferimento sono le città dell’epoca romana che costituiscono dei microsistemi omologi ma autonomi. Per questo motivo si è deciso di studiare le testimonianze riguardanti la vita religiosa nel loro contesto geografico, istituzionale e sociale. Questo quinto volume della serie riguarda le città antiche di Emona e Nauportus della regio X Venetia-Histria – che corrispondono alle città moderne di Ljubljana e Vrhnika in Slovenia. Le vestigia dei luoghi di culto aiutano a definire i limiti del territorio che appartiene a ciascuna di queste città e a tracciare sulla carta l’estensione di queste regioni e di quelle limitrofe. Questo corpus è pubblicato in due forme distinte e complementari: una pubblicazione cartacea presso l'editore italiano Quasar (https://www.edizioniquasar.it/sku.php?id_libro=2379) e una pubblicazione elettronica su questo portale.

Fana, templa, delubra. Corpus dei luoghi di culto dell'Italia antica (FTD) - 6 : Regio I: Ostie, Porto

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ISBN: 9782722605114 DOI: 10.4000/books.cdf.6147 Language: French
Publisher: Collège de France
Subject: History
Added to DOAB on : 2019-12-06 13:15:24
License: OpenEdition Licence for Books

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Sous la direction de John Scheid, Olivier de Cazanove, Filippo Coarelli et Adriano La Regina, l’étude des lieux de culte de l’Italie antique est un projet d’envergure qui se concrétise avec la publication de cette série de fascicules Fana, templa, delubra (FTD). Toutes sources, archéologiques et littéraires, entre le VIIe s. av. et le VIIe s. apr. J.-C. sont inventoriées par rapport à des lieux de culte précis. Le cadre général de ce corpus est celui des régions augustéennes, à l’intérieur de celles-ci, les unités de saisie sont les cités de l’époque romaine. Les religions de l’Italie antique ne peuvent pas être comprises comme des subdivisions locales d’une religion universelle, italique ou romaine ; elles formaient des microsystèmes homologues mais autonomes. Il convient donc d’étudier les témoignages sur la vie religieuse dans leurs contextes géographique, institutionnel et social. Ce sixième volume de la série porte sur les cités antiques d'Ostia et de Portus, de la région augustéenne Campanie-Latium qui correspondent aux communes modernes d'Ostie et de Porto. Les vestiges des lieux de culte témoignent des limites du territoire et nous aident à tisser sur la carte l’étendue de ces régions ainsi que celle de leurs voisines limitrophes. Ce corpus est publié sous deux formes distinctes et complémentaires : une publication papier chez l'éditeur italien Quasar (sous presse) et sa publication électronique sur ce portail.

Kago, Kastom and Kalja: The Study of Indigenous Movements in Melanesia Today

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ISBN: 9782956398127 DOI: 10.4000/books.pacific.149 Language: English
Publisher: pacific-credo Publications
Subject: History
Added to DOAB on : 2019-12-06 13:15:40
License: OpenEdition Licence for Books

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This volume, bringing together six ethnographic papers and an epilogue first presented at ASAO sessions in 2009 (Santa Cruz) and 2010 (Alexandria), includes a wealth of ethnographic and historical information on a topic of enduring interest in Pacific studies and anthropology: cargo cults. These fascinating social phenomena undoubtedly have ongoing relevance for ethnographies of Melanesia. In this collection of papers, we learn about the history of the concept itself as well as how contemporary movements articulate world views, political awareness, material desires and even criticism of the now globalized concept of cargo cult itself. The chapters offer remarkable stories of cult activities and interesting arguments about the entanglement of Western desire for both cargo and cults with these Melanesian visions of how to create a prosperous future for themselves.

The Sacrificial Rituals of Greek Hero-Cults in the Archaic to the Early Hellenistic Period

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ISBN: 9782874560033 9782821829008 Year: Language: English
Publisher: Presses universitaires de Liège
Added to DOAB on : 2017-04-05 12:23:46
License: OpenEdition licence for Books

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This study questions the traditional view of sacrifices in hero-cults during the Archaic to the early Hellenistic periods. The analysis of the epigraphical and literary evidence for sacrifices to heroes in these periods shows, contrary to the traditional notion, that the main ritual in hero-cults was a thysia at which the worshippers consumed the meat from the animal victim. A particular handling of the animal’s blood or a holocaust, rituals previously taken to be typical for heroes, can rare...

The Sacred & the Digital. Critical Depictions of Religions in Video Games

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ISBN: 9783038978305 9783038978312 Year: Pages: 184 DOI: 10.3390/books978-3-03897-831-2 Language: English
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Religion
Added to DOAB on : 2019-04-25 16:37:17
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Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.

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