English Deutsch Français 简体中文 繁體中文
Book123, Download eBooks for Free - Anytime! Submit your article

Categories

Share With Friends



Like Book123?! Give us +1

Archive by Date

Search Tag

Newest

Useful Links


Game Digital Culture, Play, and Identity: A World of Warcraft® Reader

Posted on 2010-03-16




Name:Game Digital Culture, Play, and Identity: A World of Warcraft® Reader
ASIN/ISBN:0262033704
Language:English
File size:1.3 Mb
Publish Date: 2008
ISBN: 0262033704
Pages: 304 pages
File Type: PDF
File Size: 1,3 MB
Other Info: The MIT Press
   Game Digital Culture, Play, and Identity: A World of Warcraft® Reader

Free Download Now     Free register and download UseNet downloader, then you can FREE Download from UseNet.

    Download without Limit " Game Digital Culture, Play, and Identity: A World of Warcraft® Reader " from UseNet for FREE!


More

Hilde G. Corneliussen, Jill Walker Rettberg , "Digital Culture, Play, and Identity: A World of Warcraft® Reader"

World of Warcraft is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten 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.

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

"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 Loot

"The authors represent a new breed of academic scholar, researchers who don't just study games, but play them as well. The essays reflect their intimate 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."

—Eric Zimmerman, Co-Founder of Gamelab, and co-author of Rules of Play, and The Game Design Reader

"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 University

Buy Book at Lowest Price on Amazon

Not all books ... appear on the homepage.

In order not to miss many of them follow Download Link (Ebooks section) (see top of each page on AH)

and visit too :)

Rating:

2.5 out of 5 by

 
Download Links
  ServerStatus
  Direct Download Link 1Alive
  Direct Download Link 2Alive
  Download Link (Depositfiles.com)Alive
  Download Link (Uploading.com)Alive
  Download Link (Mirror)Alive


Buy This Book at Best Price >>

Like this article?! Give us +1:

Related Articles


Study Identity And Affect: Experiences of Identity in a Globalising World (Anthropology, Culture and Socie

Study Identity And Affect: Experiences of Identity in a Globalising World (Anthropology, Culture and Socie

John R. Campbell (Editor), Alan Rew(Editor), "Identity And Affect: Experiences of Identity in a Globalising World (Anthropology, Culture and Society)"Pluto Press | ISBN 0745314236 | 1999-09-01 | PDF | 256 pages | 984 kBNO MIRROR! ...

Cultures & Languages Identity And Affect: Experiences of Identity in a Globalising World (Anthropology, Culture and Society)

Cultures & Languages Identity And Affect: Experiences of Identity in a Globalising World (Anthropology, Culture and Society)

John R. Campbell (Editor), Alan Rew(Editor), "Identity And Affect: Experiences of Identity in a Globalising World (Anthropology, Culture and Society)"Pluto Press | ISBN 0745314236 | 1999-09-01 | PDF | 256 pages | 984 kBNO MIRROR! Thank you! ...

History/Military Southeast Asian Culture and Heritage in a Globalising World (Heritage, Culture and Identity)

History/Military Southeast Asian Culture and Heritage in a Globalising World (Heritage, Culture and Identity)

Southeast Asian Culture and Heritage in a Globalising World (Heritage, Culture and Identity) By Rahil Ismail, Brian Shaw, and Ooi Giok LingPublisher: Ashgate | ISBN: 0754672611 | edition 2009 | PDF | 208 pages | 3,9 mb Southeast Asia ha ...

Visual Digital Culture: Surface Play and Spectacle in New Media Genres (Sussex Studies in Culture and Communication)

Visual Digital Culture: Surface Play and Spectacle in New Media Genres (Sussex Studies in Culture and Communication)

Author: Andrew DarleyPublisher: Routledge (2000)Binding: Paperback, 240 pagespricer: $33.95ISBN-10: 0415165555editorialreviewsVisual Digital Culture considers the effect of new image technologies on the forms and experience of mass visual c ...

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

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

Author: Publisher: The MIT Press (2008)Binding: Hardcover, 304 pagespricer: $29.95ISBN-10: 0262033704editorialreviewsWorld of Warcraft is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ...

The British World: Diaspora, Culture and Identity

The British World: Diaspora, Culture and Identity

Author: Carl BridgePublisher: Routledge (2003)Binding: Paperback, 240 pagespricer: $59.95ISBN-10: 0714683779editorialreviews"The British World" is based on the assumption that the British Empire was held together not merely by ties of trade ...

Share this page with your friends now!
Text link
Forum (BBCode)
Website (HTML)
Tags:
Identity   Warcraft   Culture   Play   Digital  
 

DISCLAIMER:

This site does not store Game Digital Culture, Play, and Identity: A World of Warcraft® Reader on its server. We only index and link to Game Digital Culture, Play, and Identity: A World of Warcraft® Reader provided by other sites. Please contact the content providers to delete Game Digital Culture, Play, and Identity: A World of Warcraft® Reader if any and email us, we'll remove relevant links or contents immediately.

Comments (0) All

Verify: Verify

    Sign In   Not yet a member?

Sign In | Not yet a member?