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| Material Type: | Internet resource |
|---|---|
| Document Type: | Book, Internet Resource |
| All Authors / Contributors: |
Hilde Corneliussen; Jill Walker Rettberg |
| ISBN: | 9780262033701 0262033704 |
| OCLC Number: | 137246015 |
| Description: | viii, 304 p. : ill. ; 24 cm. |
| Contents: | Introduction: "Orc professor LFG," or, Researching in Azeroth culture / Hilde Corneliussen, Jill Walker -- Corporate ideology in World of Warcraft / Scott Rettberg -- "Never such innocence again" : war and histories in World of Warcraft / Esther MacCallum-Stewart -- World of Warcraft as a playground for feminism / Hilde Corneliussen -- The familiar and the foreign : playing (post)colonialism in World of Warcraft world / Jessica Langer -- A hollow world : World of Warcaft as spatial practice / Espen Aarseth -- World creation and lore : World of Warcraft as rich text / Tanya Krzywinska -- What makes World of Warcraft a world? A note on death and dying / Lisbeth Klastrup -- Quests in World of Warcraft : deferral and repetition play / Jill Walker -- Does World of Warcraft change everything? How a PVP server, multinational playerbase, and surveillance mod scene caused me pause / T.L. Taylor -- Humans playing World of Warcraft, or, Deviant strategies? / Torill Elvira Mortensen -- Role-play vs gameplay : the difficulties of playing a role in World of Warcraft identity / Esther MacCallum-Stewart, Justin Parsler -- Character identification in World of Warcraft : the relationship between capacity and appearance / Ragnhild Tronstad -- Playing with names : gaming and naming in World of Warcraft / Charlotte Hagström. |
| Responsibility: | edited by Hilde G. Corneliussen and Jill Walker Rettberg. |
Reviews
Publisher Synopsis
"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 "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 "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 Read more...
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