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

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

 

Synopses & Reviews

Publisher Comments:

andlt;Pandgt;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 andquot;capitalist fairytaleandquot; 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 andquot;deviant strategiesandquot; 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.Hilde G. Corneliussen and Jill Walker Rettberg are both Associate Professors of Humanistic Informatics at the University of Bergen, Norway.andlt;/Pandgt;

Synopsis:

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

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 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.Hilde G. Corneliussen and Jill Walker Rettberg are both Associate 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.Jill Walker Rettberg is Associate Professor of Humanistic Informatics at the University of Bergen, Norway.

Product Details

ISBN:
9780262516693
Author:
Corneliussen, Hilde
Publisher:
MIT Press (MA)
Author:
MacCallum-Stewart, Esther
Author:
Parsler, Justin
Author:
Klastrup, Lisbeth
Author:
Corneliussen, Hilde G.
Author:
Langer, Jessica
Author:
S
Author:
Rettberg, Jill Walker
Author:
Hagström, Charlotte
Author:
Krzywinska, Tanya
Author:
Mortensen, Torill Elvira
Author:
cott Rettberg
Author:
Tronstad, Ragnhild
Author:
Massachusetts Institute of Technology
Author:
Taylor, T. L.
Author:
Rettberg, Scott
Author:
Aarseth, Espen
Location:
Cambridge
Subject:
Video & Electronic
Subject:
Games-General
Subject:
Role Playing Games-Miscellaneous Games
Copyright:
Edition Description:
Trade paper
Series:
Digital Culture, Play, and Identity
Publication Date:
20110923
Binding:
TRADE PAPER
Grade Level:
from 17
Language:
English
Illustrations:
24 band#38;w illus.
Pages:
312
Dimensions:
9 x 7 x 0.625 in

Related Subjects

Computers and Internet » Computers Reference » History and Society
Engineering » Engineering » History
Hobbies, Crafts, and Leisure » Games » General
Hobbies, Crafts, and Leisure » Games » Video Games
Hobbies, Crafts, and Leisure » Role Playing Games » Miscellaneous Games
Science and Mathematics » Featured Titles in Tech » General
Science and Mathematics » Popular Science » Computer Science

Digital Culture, Play, and Identity: A World of Warcraft(r) Reader New Trade Paper
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Product details 312 pages MIT Press (MA) - English 9780262516693 Reviews:
"Synopsis" by , andlt;Pandgt;Exploring World of Warcraft as both cultural phenomenon and game, with contributions by writers and researchers who have immersed themselves in the WoW gameworld.andlt;/Pandgt;
"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 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.Hilde G. Corneliussen and Jill Walker Rettberg are both Associate Professors of Humanistic Informatics at the University of Bergen, Norway.
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