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Digital Culture Play and Identity A World of Warcraft Reader 1st edition by Hilde Corneliussen, Jill Walker Rettberg ISBN 0262516691 978-0262516693

  • SKU: BELL-2007384
Digital Culture Play and Identity A World of Warcraft Reader 1st edition by Hilde Corneliussen, Jill Walker Rettberg ISBN 0262516691 978-0262516693
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Digital Culture Play and Identity A World of Warcraft Reader 1st edition by Hilde Corneliussen, Jill Walker Rettberg ISBN 0262516691 978-0262516693 instant download after payment.

Publisher: The MIT Press
File Extension: PDF
File size: 1.42 MB
Pages: 312
Author: Hilde G. Corneliussen, Jill Walker Rettberg
ISBN: 9780262033701, 9781435643284, 0262033704, 1435643283
Language: English
Year: 2008

Product desciption

Digital Culture Play and Identity A World of Warcraft Reader 1st edition by Hilde Corneliussen, Jill Walker Rettberg ISBN 0262516691 978-0262516693 by Hilde G. Corneliussen, Jill Walker Rettberg 9780262033701, 9781435643284, 0262033704, 1435643283 instant download after payment.

Digital Culture, Play, and Identity: A World of Warcraft Reader 1st edition by Hilde Corneliussen, Jill Walker Rettberg  - Ebook PDF Instant Download/Delivery:  0262516691, 978-0262516693
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ISBN 10: 0262516691
ISBN 13: 978-0262516693
Author: Hilde Corneliussen, Jill Walker Rettberg 

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 designas 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 worldexploring 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 characterboth players' identification with their characters and the game's culture of naming characters. The varied perspectives of the contributorswho come from such fields as game studies, textual analysis, gender studies, and postcolonial studiesreflect the breadth and vitality of current interest in MMOGs.


Digital Culture, Play, and Identity: A World of Warcraft Reader 1st Table of contents:

Chapter1 : Introduction

Chapter 2: Content

Chapter 3: Conclusion 

Chapter 4: Appendices

Chapter 5: Glossary

Chapter 6: References 

Chapter 7: Index


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Tags: Hilde Corneliussen, Jill Walker Rettberg, Digital Culture, Warcraft Reader

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