@book {1284,
	title = {Invisible Users},
	year = {2012},
	publisher = {The MIT Press},
	organization = {The MIT Press},
	abstract = {An account of how young people in Ghana{\textquoteright}s capital city adopt and adapt digital technology in the margins of the global economy. Among other subjects: Religious practice and belief were a frequent point of reference for Ghanaian Internet users when they spoke about their social relationships, aspirations, and their use of technologies including the Internet. The way they talked about this belief was marked by a sense of the presence of spiritual forces (good and evil).},
	keywords = {Africa, digital technologies, Ghana, Ghanaian, internet, network technologies, religious practice, spiritual, users, Youth},
	url = {http://muse.jhu.edu/books/9780262301459},
	author = {Jenna Burrell}
}
@inbook {1253,
	title = {Cybersociality: Connecting Digital Fun to the Play of God},
	booktitle = {Halos and Avatars: Playing Video Games With God},
	year = {2010},
	publisher = {Westminster John Knox Press},
	organization = {Westminster John Knox Press},
	chapter = {12},
	keywords = {cyber, cybersociality, Digital Religion, digital technologies, Digital Worlds, Immersion, popular culture, theology, transcendentalize secularity, video games},
	url = {http://www.academia.edu/366940/_Cybersociality_Connecting_Digital_Cultures_to_the_Play_of_God},
	author = {John W. Morehead}
}
