Author: Zek Valkyrie
Publisher: Bloomsbury Publishing USA
ISBN: 1440851298
Category : Art
Languages : en
Pages : 256
Book Description
This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products. Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft—the most popular game within the genre—is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millions of gamers. The book provides a historical review of earlier incarnations of virtual world games and culture in the late 1990s, covering the early years of popular games like EverQuest, to the soaring popularity of World of Warcraft, to the current era of the genre and its more general gaming climate. Author Zek Valkyrie—a researcher in the areas of gaming culture, digital communities, gender, sexualities, and visual sociology as well as an avid gamer himself—explores the evolution of the meaning of "play" in the virtual game world, explains how changes in game design have reduced opportunities for social experimentation, and identifies how player types such as the gender switcher, the cybersexual, the explorer, and the trial-and-error player have been left behind in the interest of social and informational transparency.
Game Worlds Get Real
Author: Zek Valkyrie
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Art
Languages : en
Pages : 244
Book Description
This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products. Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft—the most popular game within the genre—is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millions of gamers. The book provides a historical review of earlier incarnations of virtual world games and culture in the late 1990s, covering the early years of popular games like EverQuest, to the soaring popularity of World of Warcraft, to the current era of the genre and its more general gaming climate. Author Zek Valkyrie—a researcher in the areas of gaming culture, digital communities, gender, sexualities, and visual sociology as well as an avid gamer himself—explores the evolution of the meaning of "play" in the virtual game world, explains how changes in game design have reduced opportunities for social experimentation, and identifies how player types such as the gender switcher, the cybersexual, the explorer, and the trial-and-error player have been left behind in the interest of social and informational transparency.
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Art
Languages : en
Pages : 244
Book Description
This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products. Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft—the most popular game within the genre—is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millions of gamers. The book provides a historical review of earlier incarnations of virtual world games and culture in the late 1990s, covering the early years of popular games like EverQuest, to the soaring popularity of World of Warcraft, to the current era of the genre and its more general gaming climate. Author Zek Valkyrie—a researcher in the areas of gaming culture, digital communities, gender, sexualities, and visual sociology as well as an avid gamer himself—explores the evolution of the meaning of "play" in the virtual game world, explains how changes in game design have reduced opportunities for social experimentation, and identifies how player types such as the gender switcher, the cybersexual, the explorer, and the trial-and-error player have been left behind in the interest of social and informational transparency.
Video Game Worlds
Author: Timothy Rowlands
Publisher: Routledge
ISBN: 1315416034
Category : Social Science
Languages : en
Pages : 268
Book Description
As massively multiplayer online (MMO) games grow in scope and popularity, what are the characteristics of their emerging gaming culture? How is this culture shaped by the decisions made by game designers and the collective interpretations of a game’s player base? In this book, Timothy Rowlands brings a diverse mix of ethnographic, semiotic, and analytical approaches to the virtual world of EverQuest. Through first-hand player experiences and interviews of other gamers, Rowlands analyzes a gaming environment that, as time goes on, looks less like leisure and more like a workspace. This groundbreaking fusion of sociology and the world of MMOs is a must read for scholars and gamers alike.
Publisher: Routledge
ISBN: 1315416034
Category : Social Science
Languages : en
Pages : 268
Book Description
As massively multiplayer online (MMO) games grow in scope and popularity, what are the characteristics of their emerging gaming culture? How is this culture shaped by the decisions made by game designers and the collective interpretations of a game’s player base? In this book, Timothy Rowlands brings a diverse mix of ethnographic, semiotic, and analytical approaches to the virtual world of EverQuest. Through first-hand player experiences and interviews of other gamers, Rowlands analyzes a gaming environment that, as time goes on, looks less like leisure and more like a workspace. This groundbreaking fusion of sociology and the world of MMOs is a must read for scholars and gamers alike.
The World's Work
Author:
Publisher:
ISBN:
Category : American literature
Languages : en
Pages : 820
Book Description
A history of our time.
Publisher:
ISBN:
Category : American literature
Languages : en
Pages : 820
Book Description
A history of our time.
The World's Chronicle
Author: Eleanor Atkinson
Publisher:
ISBN:
Category :
Languages : en
Pages : 408
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 408
Book Description
Popular Electricity and the World's Advance
Author: Henry Walter Young
Publisher:
ISBN:
Category : Electricity
Languages : en
Pages : 1272
Book Description
Publisher:
ISBN:
Category : Electricity
Languages : en
Pages : 1272
Book Description
Ethics and Game Design: Teaching Values through Play
Author: Schrier, Karen
Publisher: IGI Global
ISBN: 1615208461
Category : Education
Languages : en
Pages : 395
Book Description
"This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.
Publisher: IGI Global
ISBN: 1615208461
Category : Education
Languages : en
Pages : 395
Book Description
"This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.
Library of the World's Best Mystery and Detective Stories
Author: Julian Hawthorne
Publisher:
ISBN:
Category : Detective and mystery stories
Languages : en
Pages : 314
Book Description
Publisher:
ISBN:
Category : Detective and mystery stories
Languages : en
Pages : 314
Book Description
Library of the World's Best Mystery and Detective Stories: English-Scotch : R. Kipling, E. Castle, R. L. Stevenson, A. C. Doyle, S. Weyman, W. Collins, and others
Author: Julian Hawthorne
Publisher:
ISBN:
Category : Detective and mystery stories
Languages : en
Pages : 314
Book Description
Publisher:
ISBN:
Category : Detective and mystery stories
Languages : en
Pages : 314
Book Description
The Worlds's One Hundred Bets Short Stories
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 148
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 148
Book Description
Fur News and Outdoor World
Author:
Publisher:
ISBN:
Category : Fur trade
Languages : en
Pages : 954
Book Description
Publisher:
ISBN:
Category : Fur trade
Languages : en
Pages : 954
Book Description