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Digital Culture, Play, and Identity: A World of Warcraft(r) Readerby Hilde Corneliussen
Synopses & Reviews
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;
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;
The multiplayer online role-playing game World of Warcraft has become one of the most popular computer games of the past decade, introducing millions around the world to community-based play. Within the boundaries set by its design, the game encourages players to appropriate and shape the game, resulting in highly diverse and creative forms of participation. Battlefields of Negotiation analyzes the complex relationship between groups of World of Warcraft players and the game’s owners and developers. A timely look at an important digital phenomenon, the book sheds new light on complex consumer-producer relationships in the increasingly participatory but still tightly controlled world of online games.
Exploring World of Warcraft as both cultural phenomenon and game, with contributions by writers and researchers who have immersed themselves in the WoW gameworld.
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.
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Computers and Internet » Computers Reference » History and Society