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Beverley Foulks Mcguire

Biographic Data

ID3855296
NAMEBeverley Foulks Mcguire
GIVEN NAMESBeverley Foulks
FAMILY NAMEMcguire
SIGNATUREMCGUIRE B F
AFFILIATIONSUniversity of North Carolina Wilmington
VERIFIEDNo
TOTAL WORKS6
TOTAL CITATIONS0
AUTHOR COUNT6
EDITOR COUNT0
FIRST PUBLICATION YEAR2013
LATEST PUBLICATION YEAR2026
H-INDEX0
  • Beyond the attention economy, towards an ecology of attending. A manifesto

    Open Access•Gunter Bombaerts, Tom Hannes et al.•ARTICLE•AI & Society•2026

    We endorse policymakers’ efforts to address the negative consequences of the attention economy’s technology but add that these approaches are often limited in their criticism of the systemic context of human attention. Starting from Buddhist philosophy, we advocate a broader approach: an ‘ecology of attending’ that centers on conceptualizing, designing, and using attention (1) in an embedded way and (2) focused on the alleviating of suffering. Wi…

  • Gaming and Grieving: Digital Games as Means of Confronting and Coping with Death

    Brian Mcguire, Beverley Foulks Mcguire•ARTICLE•Journal of Religion Media and…•2020

    This paper explores structural similarities between playing a digital game and experiencing grief. The digital game Mandagon evokes a sense of loss through its game environment of grey mountainous landscapes, broken wooden scaffolds, and Tibetan temples and prayer flags in states of disrepair. It elicits feelings of disorientation and dependency as players repeatedly fall from scaffolds but ascend by using lifts or finding air bubble streams unde…

  • Coping with the Future: Theories and Practices of Divination in East Asia

    Brian Mcguire, Beverley Foulks Mcguire•ARTICLE•Journal of Chinese Religions•2018

    This volume brings together twenty papers generated from conferences, workshops, lectures, and reading seminars at the International Center for Research in the Humanities1 from 2009 to 2014. It see

  • Living Karma: The Religious Practices of Ouyi Zhixu

    Beverley Foulks Mcguire•BOOK•Living Karma•2014

    Ouyi Zhixu (1599–1655) was an eminent Chinese Buddhist monk who, contrary to his contemporaries, believed karma could be changed. Through vows, divination, repentance rituals, and ascetic acts such as burning and blood writing, he sought to alter what others understood as inevitable and inescapable. Drawing attention to Ouyi's unique reshaping of religious practice, Living Karma reasserts the significance of an overlooked individual in the modern…

  • Playing with karma: A Buddhist Board Game

    Brian Mcguire, Beverley Foulks Mcguire•ARTICLE•Material Religion•2014•References: 10

    Religious games have inspired some of the most popular board games of the modern era, but they have only recently garnered the attention of scholars of religion. This article examines a seventeenth-century Buddhist board game called Selection of Buddhas that was originally designed in response to the popular Chinese board game Promotion of Officials. The Buddhist game oriented its players towards becoming a Buddha instead of a government official…

  • Divining Karma in Chinese Buddhism

    Open Access•Brian Mcguire, Beverley Foulks Mcguire•ARTICLE•Religion Compass•2013•References: 17

    Divination has been a pervasive phenomenon throughout Chinese history, but scholars have tended to focus on indigenous divination practices and overlook Chinese Buddhist ones. Scholars that have attended to Chinese Buddhist divination have largely debated the extent to which it derived from indigenous Chinese or Indian sources. This article advocates a different approach for future studies - one that focuses on the way in which practitioners of d…

No prominent works on this page.

  • Divining Karma in Chinese Buddhism

    Open Access•Brian Mcguire, Beverley Foulks Mcguire•ARTICLE•Religion Compass•2013•References: 17

    Divination has been a pervasive phenomenon throughout Chinese history, but scholars have tended to focus on indigenous divination practices and overlook Chinese Buddhist ones. Scholars that have attended to Chinese Buddhist divination have largely debated the extent to which it derived from indigenous Chinese or Indian sources. This article advocates a different approach for future studies - one that focuses on the way in which practitioners of d…

  • Living Karma: The Religious Practices of Ouyi Zhixu

    Beverley Foulks Mcguire•BOOK•Living Karma•2014

    Ouyi Zhixu (1599–1655) was an eminent Chinese Buddhist monk who, contrary to his contemporaries, believed karma could be changed. Through vows, divination, repentance rituals, and ascetic acts such as burning and blood writing, he sought to alter what others understood as inevitable and inescapable. Drawing attention to Ouyi's unique reshaping of religious practice, Living Karma reasserts the significance of an overlooked individual in the modern…

  • Playing with karma: A Buddhist Board Game

    Brian Mcguire, Beverley Foulks Mcguire•ARTICLE•Material Religion•2014•References: 10

    Religious games have inspired some of the most popular board games of the modern era, but they have only recently garnered the attention of scholars of religion. This article examines a seventeenth-century Buddhist board game called Selection of Buddhas that was originally designed in response to the popular Chinese board game Promotion of Officials. The Buddhist game oriented its players towards becoming a Buddha instead of a government official…

  • Coping with the Future: Theories and Practices of Divination in East Asia

    Brian Mcguire, Beverley Foulks Mcguire•ARTICLE•Journal of Chinese Religions•2018

    This volume brings together twenty papers generated from conferences, workshops, lectures, and reading seminars at the International Center for Research in the Humanities1 from 2009 to 2014. It see

  • Gaming and Grieving: Digital Games as Means of Confronting and Coping with Death

    Brian Mcguire, Beverley Foulks Mcguire•ARTICLE•Journal of Religion Media and…•2020

    This paper explores structural similarities between playing a digital game and experiencing grief. The digital game Mandagon evokes a sense of loss through its game environment of grey mountainous landscapes, broken wooden scaffolds, and Tibetan temples and prayer flags in states of disrepair. It elicits feelings of disorientation and dependency as players repeatedly fall from scaffolds but ascend by using lifts or finding air bubble streams unde…

  • Beyond the attention economy, towards an ecology of attending. A manifesto

    Open Access•Gunter Bombaerts, Tom Hannes et al.•ARTICLE•AI & Society•2026

    We endorse policymakers’ efforts to address the negative consequences of the attention economy’s technology but add that these approaches are often limited in their criticism of the systemic context of human attention. Starting from Buddhist philosophy, we advocate a broader approach: an ‘ecology of attending’ that centers on conceptualizing, designing, and using attention (1) in an embedded way and (2) focused on the alleviating of suffering. Wi…

Art (4 works) · Karma (3 works) · Philosophy (3 works) · Psychology (3 works) · Theology (3 works) · Aesthetics (2 works) · Buddhism (2 works) · Chinese history and philosophy (2 works) · Divination (2 works) · History (2 works)

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