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

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

Format:  Paperback,

304 pages

Publisher: Mit Pr

Publish Date: Sep 2011

ISBN-13: 9780262516693

ISBN-10: 0262516691

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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.Hilde G. Corneliussen and Jill Walker Rettberg are both Associate Professors of Humanistic Informatics at the University of Bergen, Norway.

Specifications

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Publisher: Mit Pr
Publish Date: Sep 2011
ISBN-13: 9780262516693
ISBN-10: 0262516691
Format: Paperback
Number of Pages: 304
Shipping Weight (in pounds): 1.3
Product in Inches (L x W x H): 6.5 x 9.0 x 1.0
Walmart No.: 9780262516693

Book description

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, NorthAmerica, Asia, and Australia, who play the game an astonishing average of twenty hours a week. Thisbook examines the complexity of World of Warcraft from a variety of perspectives, exploring thecultural 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 hoursas players (leading guilds and raids, exploring moneymaking possibilities in the in-game auctionhouse, playing different factions, races, and classes), conducting interviews, and studying the gamedesign--as created by Blizzard Entertainment, the game's developer, and as modified byplayer-created user interfaces.

The analyses they offer are based on both the firsthand experienceof being a resident of Azeroth and the data they have gathered and interpreted. The contributorsexamine 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 thegameworld in terms of geography, mythology, narrative, and the treatment of death as a temporarystate; aspects of play, including "deviant strategies" perhaps not in line with theintentions of the designers; and character--both players' identification with their characters andthe game's culture of naming characters.

The varied perspectives of the contributors--who come fromsuch fields as game studies, textual analysis, gender studies, and postcolonial studies--reflect thebreadth and vitality of current interest in MMOGs. Hilde G. Corneliussen and Jill Walker Rettberg areboth Associate Professors of Humanistic Informatics at the University of Bergen, Norway.

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