Nidan, Indian Diaspora : Migration, Identity and Ethnicity

Cover Image of Volume 3 Issue 2 of Nidan: International Journal of Indian Studies

January 6, 2019

The latest edition of Nidan: International Journal for Indian Studies, co-edited by Priyanka Ramlakhan and Prea Persaud (MA '13). This edition of the journal has the theme “Indian Diaspora: Migration, Ethnicity and Identity in North American and the Caribbean,” and examines how Hinduism in North America and the Caribbean is “embodied and performed, supports and challenges gendered norms, and is contested through oral and textual traditions, digital media, and secular spaces.” It includes articles from SU Department of Religion alumnae/i and current students Aarti Patel (Ph.D.) on "Secular conflict : challenges in the construction of the Chino Hills BAPS Swaminarayan temple;" and a book review of Angela Rudert (Ph.D. '12) Shakti's New Voice.

 

Aarti’s article, titled “Secular Conflict: Challenges in the Construction of the Chino Hills BAPS Swaminarayan Temple,” examines the role a mandir, as a public space for worship and community engagement, plays for Hindu immigrants in the United States. In particular, Aarti’s article critically examines the local government’s decision-making process concerning the mandir and its design, and explores how democratic processes and laws impact the lives and religious expression of a diasporic Hindu community.

 

For More on Angela Rudert's book Shakti's New Voice see the SUREL news article.

 
 
 
 

gamevironments Video Gaming and Death

Video game controller sitting on neon blue table in an electric neon room

January 6, 2019

Ph.D. Candidate John W. Borchert edited, gamevironments #9 (2018), special issue on Video Gaming and Death. This special issue of gamevironments (the peer-reviewed journal for the International Academy for the Study of Gaming and Religion) explores what video-games can tell religious studies about death, and what religious studies can help us understand about death in games. Death has been an imminent threat to gamers since the earliest cabinet arcade games, lurking at game’s edges and directing negotiations of narrative and play. Video games in one way are about the constant presence of death, as defining the boundaries of play. After death, games ask players to try again -- video games then, in another way, are about overcoming death. The hope in curating this collection was to demonstrate how the study of video-gaming and religion can ground itself in a thematic and further itself through this investment. Many of these pieces evidence not only phenomena of death in games, but also forward theories and methods for understanding relations between video gaming and death, and each piece offers the hope of sustaining and generative work.

Contributions to the issue by Syracuse University Department of Religion include: