Game Worlds Get Real

Game Worlds Get Real PDF Author: Zek Valkyrie
Publisher: Bloomsbury Publishing USA
ISBN: 1440851298
Category : Art
Languages : en
Pages : 256

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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

Game Worlds Get Real PDF Author: Zek Valkyrie
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Art
Languages : en
Pages : 244

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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

Video Game Worlds PDF Author: Timothy Rowlands
Publisher: Routledge
ISBN: 1315416034
Category : Social Science
Languages : en
Pages : 268

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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

The World's Work PDF Author:
Publisher:
ISBN:
Category : American literature
Languages : en
Pages : 820

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Book Description
A history of our time.

The World's Chronicle

The World's Chronicle PDF Author: Eleanor Atkinson
Publisher:
ISBN:
Category :
Languages : en
Pages : 408

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Book Description


Popular Electricity and the World's Advance

Popular Electricity and the World's Advance PDF Author: Henry Walter Young
Publisher:
ISBN:
Category : Electricity
Languages : en
Pages : 1272

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Book Description


Ethics and Game Design: Teaching Values through Play

Ethics and Game Design: Teaching Values through Play PDF Author: Schrier, Karen
Publisher: IGI Global
ISBN: 1615208461
Category : Education
Languages : en
Pages : 395

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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

Library of the World's Best Mystery and Detective Stories PDF Author: Julian Hawthorne
Publisher:
ISBN:
Category : Detective and mystery stories
Languages : en
Pages : 314

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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

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 PDF Author: Julian Hawthorne
Publisher:
ISBN:
Category : Detective and mystery stories
Languages : en
Pages : 314

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Book Description


The Worlds's One Hundred Bets Short Stories

The Worlds's One Hundred Bets Short Stories PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 148

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Book Description


Fur News and Outdoor World

Fur News and Outdoor World PDF Author:
Publisher:
ISBN:
Category : Fur trade
Languages : en
Pages : 954

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Book Description