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This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.
The United States is the world’s primary creator and exporter of popular mass culture and arguably one of the most religious countries in modern history. As a result, the coexistence of American religion with popular culture has created a fertile yet caustic environment for new religious belief structures, new texts, and new worldviews that are uniquely American.
This work considers ways in which American television, advertising, music, and video games have played a significant role in creating, representing, and influencing contradictory religious identities. The authors examine three distinct segments of popular culture that
rescript the sacred,
including popular religious texts (e.g. the Christian fantasy novels of Frank Peretti), secular works that nonetheless reflect and influence popular religions (e.g. Buffy the Vampire Slayer), and works that contain a central element of religious content but no clear didactic intent (e.g. The Da Vinci Code).
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This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.
The United States is the world’s primary creator and exporter of popular mass culture and arguably one of the most religious countries in modern history. As a result, the coexistence of American religion with popular culture has created a fertile yet caustic environment for new religious belief structures, new texts, and new worldviews that are uniquely American.
This work considers ways in which American television, advertising, music, and video games have played a significant role in creating, representing, and influencing contradictory religious identities. The authors examine three distinct segments of popular culture that
rescript the sacred,
including popular religious texts (e.g. the Christian fantasy novels of Frank Peretti), secular works that nonetheless reflect and influence popular religions (e.g. Buffy the Vampire Slayer), and works that contain a central element of religious content but no clear didactic intent (e.g. The Da Vinci Code).