VOLUME 3 ISSUE 1 SPRING 2017

S p i r i t ua l i t y S t u d i e s 3 - 1 S p r i n g 2 0 1 7 9 SLAVOMÍR GÁLIK – SABÍNA GÁLIKOVÁ TOLNAIOVÁ Acknowledgement This article is a partial outcome of a research project VEGA no. 1/0284/14Kyberpriestor ako nová existenciálna dimenzia človeka [Cyberspace as a New Existential Dimension of Man]. Notes [1] Etymology of the Latin word religio or religere reveals its basic meaning – to regain bond between; in this context to regain bond between humans and God, the sole Supreme Being, the Creator, etc. [2] Buddha, Dharma, and Sangha are seen in Buddhism as the Three Jewels. [3] “Oculus Rift“ is a device that brings a very strong experience of virtual reality. [4] Mircea Eliade and Ioan P. Culianu (2001, 231) define shamanism as a set of ecstatic and therapeutic methods to meet parallel but invisible world of ghosts and earn their interest to interact with human matters. References Eliade, Mircea. 1995. Dejiny náboženských predstáv a ideí I [A History of Religious Ideas I]. Bratislava: Agora. Eliade, Mircea. 2006. Posvátné a profánní [The Sacred and The Profane]. Praha: Oikoymenh. Eliade, Mircea and Ioan P. Culianu. 2001. Slovník náboženství [Dictionary of Religions]. Praha: Argo. Eriksen, Thomas Hylland. 2009. Tyranie okamžiku: rychlý a pomalý čas v informačním věku [Tyranny of the Moment: Fast and Slow Time in the Information Age]. Brno: Doplněk. Frýba, Mirko, 1995. Psychologie zvládání života: aplikace metody abhidamma [Psychology of the Life Management: Application of the Abidhamma Methods]. Brno: Masarykova univerzita. Gálik, Slavomír, and Radoslava Cenká. 2013. “Twilight of Christianity in TeleView of the World: From Homo Religiosus to Homo Videns.” European Journal of Science and Theology 9 (5): 225–236. Gálik, Slavomír, and Sabína Gáliková Tolnaiová. 2015. “Influence of Internet on the Cognitive Abilities of Man: Phenomenological and Hermeneutical Approach.” Communication Today 6 (1): 4–15. Geraci, Robert M. 2014. Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life. New York: Oxford University Press. Grieve, Gregory Price, and Heidi A. Campbell. 2014. “Studying Religion in Digital Gaming: A Critical Review of an Emerging Field.” Online – Heidelberg Journal of Religions on the Internet 5: 51–67. Harnad, Stevan. 1991. Post-Gutenberg Galaxy: The Fourth Revolution in the Means of Production of Knowledge. Accessed November 5, 2016. http://cogprints. org/1580/1/harnad91.postgutenberg.html. Jiyu-Kennett. 1997. Jak pěstovat lotosový květ aneb jak se zenový buddhista připravuje na smrt [How to Grow a Lotus Blossom or How a Zen Buddhist Prepares for Death]. Bratislava: CAD Press. Lohisse, Jean. 2003. Komunikační systémy: Socioantropologický pohled [The Systems of Communication: Socio-Anthropological Approach]. Praha: Karolinum. Martínková, Libuše 2008. “Computer Mediated Religious Life of Technoshamans and Cybershamans: Is there any Virtuality?” Online – Heidelberg Journal of Religions on the Internet 3: 43–60. Modrzejewski, Arkadiusz. 2016. “The Personalistic Aspect of Truth and Dialogue in the Context of Karol Wojtyła’s Philosophy: John Paul II’s Ethics of Media.” Communication Today 7 (1): 4–16. Teresa of Avila. 1921. The Interior Castle or The Mansions. London: Thomas Baker. Tuckett, J. D. F., and David G. Robertson. 2014. “Locating the Locus of Study on ‘Religion’ in Video Games.” Online – Heidelberg Journal of Religions on the Internet 5: 86–107. Snelling, John. 2000. Buddhizmus [The Elements of Buddhism]. Bratislava: Media klub. Vallikatt, Jose. 2014. Virtually Religious: Myth, Ritual and Community in World of Warcraft. Melbourne: RMIT University. Wiemker, Markus, and Jan Wysocki. 2014. “’When people pray, a god is born…This god is you!’ Introduction to Religion and God in Digital Games.” Online – Heidelberg Journal of Religions on the Internet 5: 197–223.

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