Brian Mcguire
Biographic Data
| ID | 87292 |
|---|---|
| NAME | Brian Mcguire |
| GIVEN NAMES | Brian |
| FAMILY NAME | Mcguire |
| SIGNATURE | MCGUIRE B |
| AFFILIATIONS | University of North Carolina Wilmington |
| ORCID | 0000-0002-4133-5830 |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 3 |
| AUTHOR COUNT | 9 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2010 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Beyond the attention economy, towards an ecology of attending. A manifesto
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…
Pedagogical Possibilities
This article presents a comprehensive review of the literature on teaching in Buddhist Studies within a framework of backward design, which begins by identifying our learning goals, then determining evidence of learning and planning course activities to facilitate such learning. It identifies big ideas in Buddhist Studies and transferrable skills that could serve as learning goals for our undergraduate courses. Finally, it concludes by suggesting…
Gaming and Grieving
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
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
Playing with karma
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
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…
Surviving nirvana death of the buddha in chinese visual culture, Lee, Sonya S
"Surviving nirvana death of the buddha in chinese visual culture, Lee, Sonya S.." Material Religion, 8(1), pp. 115–116
Bringing Buddhism into the Classroom
We Need to Get You Focused
Although subject to considerable research from perspectives including general practitioners, patients, and perspective guidelines, chronic low back pain (CLBP) continues to be a common but contentious condition in primary care. We used medical consultation records, critical incident interviews, and a think-aloud problem-solving task to examine how general practitioners applied professional knowledge of the condition, especially in relation to psy…
We Need to Get You Focused
Although subject to considerable research from perspectives including general practitioners, patients, and perspective guidelines, chronic low back pain (CLBP) continues to be a common but contentious condition in primary care. We used medical consultation records, critical incident interviews, and a think-aloud problem-solving task to examine how general practitioners applied professional knowledge of the condition, especially in relation to psy…
We Need to Get You Focused
Although subject to considerable research from perspectives including general practitioners, patients, and perspective guidelines, chronic low back pain (CLBP) continues to be a common but contentious condition in primary care. We used medical consultation records, critical incident interviews, and a think-aloud problem-solving task to examine how general practitioners applied professional knowledge of the condition, especially in relation to psy…
Bringing Buddhism into the Classroom
Surviving nirvana death of the buddha in chinese visual culture, Lee, Sonya S
"Surviving nirvana death of the buddha in chinese visual culture, Lee, Sonya S.." Material Religion, 8(1), pp. 115–116
Divining Karma in Chinese Buddhism
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…
Playing with karma
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
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
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…
Pedagogical Possibilities
This article presents a comprehensive review of the literature on teaching in Buddhist Studies within a framework of backward design, which begins by identifying our learning goals, then determining evidence of learning and planning course activities to facilitate such learning. It identifies big ideas in Buddhist Studies and transferrable skills that could serve as learning goals for our undergraduate courses. Finally, it concludes by suggesting…
Beyond the attention economy, towards an ecology of attending. A manifesto
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…
Psychology (6 works) · Art (5 works) · Buddhism (5 works) · Philosophy (5 works) · Chinese history and philosophy (4 works) · History (4 works) · Theology (4 works) · Aesthetics (3 works) · Political science (3 works) · Psychotherapist (3 works)