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Haunting accounts of real-life exorcisms through the centuries and around the world, from ancient Egypt and the biblical Middle East to colonial America and twentieth-century South Africa A Penguin ClassicLevitation. Feats of superhuman strength. Speaking in tongues. A hateful, glowing stare. The signs of spirit possession have been documented for thousands of years and across religions and cultures, even into our time: In 2019 the Vatican convened 250 priests from 50 countries for a weeklong seminar on exorcism. The Penguin Book of Exorcisms brings together the most astonishing accounts: Saint Anthony set upon by demons in the form of a lion, a bull, and a panther, who are no match for his devotion and prayer; the Prophet Muhammad casting an enemy of God out of a young boy; fox spirits in medieval China and Japan; a headless bear assaulting a woman in sixteenth-century England; the possession in the French town of Loudun of an entire convent of Ursuline nuns; a Zulu woman who floated to a height of five feet almost daily; a previously unpublished account of an exorcism in Earling, Iowa, in 1928--an important inspiration for the movie The Exorcist; poltergeist activity at a home in Maryland in 1949--the basis for William Peter Blatty's novel The Exorcist; a Filipina girl "bitten by devils"; and a rare example of a priest's letter requesting permission of a bishop to perform an exorcism--after witnessing a boy walk backward up a wall. Fifty-seven percent of Americans profess to believe in demonic possession; after reading this book, you may too.
The 1980s saw the peak of a moral panic over fantasy role-playing games such as Dungeons and Dragons. A coalition of moral entrepreneurs that included representatives from the Christian Right, the field of psychology, and law enforcement claimed that these games were not only psychologically dangerous but an occult religion masquerading as a game. Dangerous Games explores both the history and the sociological significance of this panic. Fantasy role-playing games do share several functions in common with religion. However, religion-as a socially constructed world of shared meaning-can also be compared to a fantasy role-playing game. In fact, the claims of the moral entrepreneurs, in which they presented themselves as heroes battling a dark conspiracy, often resembled the very games of imagination they condemned as evil. By attacking the imagination, they preserved the taken-for-granted status of their own socially constructed reality. Interpreted in this way, the panic over fantasy-role playing games yields new insights about how humans play and together construct and maintain meaningful worlds. Laycock's clear and accessible writing ensures that Dangerous Games will be required reading for those with an interest in religion, popular culture, and social behavior, both in the classroom and beyond.
This book, about real vampires and the communities they have formed, explores the modern world of vampirism in all its amazing variety.
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