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Other titles in the World of Warcraft Reader series:

Digital Culture, Play, and Identity: A World of Warcraft Reader

by and

Digital Culture, Play, and Identity: A World of Warcraft Reader Cover

 

Synopses & Reviews

Publisher Comments:


World of Warcraft is the world's most popular massively multiplayer online game (MMOG), with (as of March 2007) more than eight million active subscribers across Europe, North America, Asia, and Australia, who play the game an astonishing average of twenty hours a week. This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds. The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design; as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted.

The contributors examine the ways that gameworlds reflect the real world: exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state. Aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character; both players' identification with their characters and the game's culture of naming characters. The varied perspectives of the contributors (who come from such fields as game studies, textual analysis, gender studies, and postcolonial studies) reflect the breadth and vitality of current interest in MMOGs.

Contributors:
Espen Aarseth, Hilde G. Corneliussen, Charlotte Hagstrandouml;m, Lisbeth Klastrup, Tanya Krzywinska, Jessica Langer, Esther MacCallum-Stewart, Torill Elvira Mortensen, Jill Walker Rettberg, Scott Rettberg, T. L. Taylor, Ragnhild Tronstad.

Synopsis:

Exploring World of Warcraft as both cultural phenomenon and game, with contributions by writers and researchers who have immersed themselves in the WoW gameworld.

Synopsis:

World of Warcraft is the world's most popular massively multiplayeronline game (MMOG), with (as of March 2007) more than eight million activesubscribers across Europe, North America, Asia, and Australia, who play the game anastonishing average of twenty hours a week. This book examines the complexity ofWorld of Warcraft from a variety of perspectives, exploring the cultural and socialimplications of the proliferation of ever more complex digital gameworlds. Thecontributors have immersed themselves in the World of Warcraft universe, spendinghundreds of hours as players (leading guilds and raids, exploring moneymakingpossibilities in the in-game auction house, playing different factions, races, andclasses), conducting interviews, and studying the game design--as created byBlizzard Entertainment, the game's developer, and as modified by player-created userinterfaces. The analyses they offer are based on both the firsthand experience ofbeing a resident of Azeroth and the data they have gathered and interpreted. Thecontributors examine the ways that gameworlds reflect the real world--exploring suchtopics as World of Warcraft as a capitalist fairytale and the game'sconstruction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects ofplay, including deviant strategies perhaps not in line with theintentions of the designers; and character--both players' identification with theircharacters and the game's culture of naming characters. The varied perspectives ofthe contributors--who come from such fields as game studies, textual analysis, gender studies, and postcolonial studies--reflect the breadth and vitality ofcurrent interest in MMOGs.Hilde G. Corneliussen and Jill Walker Rettberg are bothAssociate Professors of Humanistic Informatics at the University of Bergen, Norway.

About the Author

Hilde G. Corneliussen is Associate Professor of Humanistic Informatics at the University of Bergen, Norway.

Product Details

ISBN:
9780262033701
Subtitle:
reg; Reader
Publisher:
MIT
Other:
Corneliussen, Hilde
Editor:
Rettberg, Jill Walker
Editor:
Corneliussen, Hilde G.
Author:
Aarseth, Espen
Author:
Massachusetts Institute of Technology
Author:
Rettberg, Scott
Author:
Krzywinska, Tanya
Author:
MacCallum-Stewart, Esther
Author:
Rettberg, Jill Walker
Author:
Klastrup, Lisbeth
Author:
Taylor, T. L.
Author:
Langer, Jessica
Author:
Corneliussen, Hilde G.
Author:
Tronstad, Ragnhild
Author:
Hagström, Charlotte
Author:
Parsler, Justin
Author:
Mortensen, Torill Elvira
Location:
Cambridge
Subject:
Video & Electronic
Subject:
Computer games
Subject:
Social aspects
Subject:
Role Playing & Fantasy - General
Subject:
Reference
Subject:
Video & Electronic - General
Subject:
Computer games -- Social aspects.
Subject:
Games-Video Games
Copyright:
Series:
Digital Culture, Play, and Identity
Publication Date:
April 2008
Binding:
Hardback
Grade Level:
from 17
Language:
English
Illustrations:
24 band#38;w illus.
Pages:
312
Dimensions:
9 x 7 x 0.625 in

Related Subjects

Science and Mathematics » Popular Science » Computer Science

Digital Culture, Play, and Identity: A World of Warcraft Reader
0 stars - 0 reviews
$ In Stock
Product details 312 pages Mit Press - English 9780262033701 Reviews:
"Synopsis" by , Exploring World of Warcraft as both cultural phenomenon and game, with contributions by writers and researchers who have immersed themselves in the WoW gameworld.
"Synopsis" by , World of Warcraft is the world's most popular massively multiplayeronline game (MMOG), with (as of March 2007) more than eight million activesubscribers across Europe, North America, Asia, and Australia, who play the game anastonishing average of twenty hours a week. This book examines the complexity ofWorld of Warcraft from a variety of perspectives, exploring the cultural and socialimplications of the proliferation of ever more complex digital gameworlds. Thecontributors have immersed themselves in the World of Warcraft universe, spendinghundreds of hours as players (leading guilds and raids, exploring moneymakingpossibilities in the in-game auction house, playing different factions, races, andclasses), conducting interviews, and studying the game design--as created byBlizzard Entertainment, the game's developer, and as modified by player-created userinterfaces. The analyses they offer are based on both the firsthand experience ofbeing a resident of Azeroth and the data they have gathered and interpreted. Thecontributors examine the ways that gameworlds reflect the real world--exploring suchtopics as World of Warcraft as a capitalist fairytale and the game'sconstruction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects ofplay, including deviant strategies perhaps not in line with theintentions of the designers; and character--both players' identification with theircharacters and the game's culture of naming characters. The varied perspectives ofthe contributors--who come from such fields as game studies, textual analysis, gender studies, and postcolonial studies--reflect the breadth and vitality ofcurrent interest in MMOGs.Hilde G. Corneliussen and Jill Walker Rettberg are bothAssociate Professors of Humanistic Informatics at the University of Bergen, Norway.
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