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;
Review
With its millions of users around the globe, World of Warcraft points to a future cyberspace far more fantastic and revolutionary than we had ever imagined: entire human societies immersed for thousands of hours in pursuit of fictional dragons. The essays in this book reveal the differences and similarities found in the human societies of World of Warcraft, explosive combinations that will shock our century as game worlds come to dominate daily life. The MIT Press
Review
The authors represent a new breed of academic scholar, researchers who don't just study games, but play them as well. The essays reflect the irintimate knowledge of the game, the many hours logged into the digital world of Azeroth, and the deep love/hate relationship with World of Warcraft that every player knows so well. Because they are in fact players, the authors' joy and excitement for the game shines through every essay in the collection. Edward Castronova, Indiana University
Review
"It's a delight to read so many astute game studies scholars approach one game, in one volume. Digital Play, Culture, and Identity provides an invaluable comparative resource for the field." Mary Flanagan , Department of Film and Media Studies, Hunter College, and co-editor of re: skin Mary Flanagan
Review
Multidisciplinary in their perspectives, thoughtful in their analyses, and above all deeply and collaboratively engaged with the online world whereof they speak, the contributors to this 'World of Warcraft Reader' have fashioned not only a valuable introduction to one of the core texts of the new digital literacy, but a working model of the most rewarding forms this emergent literacy may take. Julian Dibbell, author of < i=""> Play Money: Or How I Quit My Day Job and Made Millions Trading Virtual Loot <>
Review
andlt;Pandgt;andquot;Multidisciplinary in their perspectives, thoughtful in their analyses, and above all deeply and collaboratively engaged with the online world whereof they speak, the contributors to this 'World of Warcraft Reader' have fashioned not only a valuable introduction to one of the core texts of the new digital literacy but a working model of the most rewarding forms this emergent literacy may take."--Julian Dibbell, author of Play Money: Or How I Quit My Day Job and Made Millions Trading Virtual Lootandlt;/Pandgt; The MIT Press
Review
andlt;Pandgt;"With its millions of users around the globe, World of Warcraft points to a future cyberspace far more fantastic and revolutionary than we had ever imagined: entire human societies immersed for thousands of hours in pursuit of fictional dragons. The essays in this book reveal the differences and similarities found in the human societies of World of Warcraft, explosive combinations that will shock our century as game worlds come to dominate daily life."--Edward Castronova, Indiana Universityandlt;/Pandgt; The MIT Press The MIT Press Edward Castronova
Review
andlt;Pandgt;"The authors represent a new breed of academic scholar, researchers whodon't just study games, but play them as well. The essays reflect theirintimate knowledge of the game, the many hours logged into the digitalworld of Azeroth, and the deep love/hate relationship with World ofWarcraft that every player knows so well. Because they are in factplayers, the authors' joy and excitement for the game shines throughevery essay in the collection."--Eric Zimmerman, Co-Founder of Gamelab, and co-author of Rulesof Play, and The Game Design Readerandlt;/Pandgt; Eric Zimmerman
Review
andlt;Pandgt;"It's a delight to read so many astute game studies scholars approach one game, in one volume. World of Warcraft Reader provides an invaluable comparative resource for the field."--Mary Flanagan, Department of Film and Media Studies, Hunter College, and co-editor of re: skinandlt;/Pandgt; Mary Flanagan
Review
It's a delight to read so many astute game studies scholars approach one game, in one volume. World of Warcraft Reader provides an invaluable comparative resource for the field. Eric Zimmerman, Co-Founder of Gamelab, and co-author of < i=""> Rules of Play <> , and < i=""> The Game Design Reader <>
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.
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.
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.
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
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
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.
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.