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Game worlds get real : how who we are online became who we are offline

Author: Zek Valkyrie
Publisher: Santa Barbara, California : Praeger, an imprint of ABC-CLIO, LLC, [2017]
Edition/Format:   Print book : EnglishView all editions and formats
Summary:
"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. ... [This book]  Read more...
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Additional Physical Format: Online version:
Valkyrie, Zek.
Game worlds get real.
Santa Barbara, California : Praeger, an imprint of ABC-CLIO, LLC, [2017]
(DLC) 2017026790
Document Type: Book
All Authors / Contributors: Zek Valkyrie
ISBN: 9781440851285 144085128X 9781440851292 1440851298
OCLC Number: 1002921279
Description: viii, 246 pages : illustrations ; 25 cm
Contents: Frameworks and realities --
Gamer identity politics --
Rationalization of play --
Stigma and gamer communities --
Digital consumption --
Pixel profiteers --
Gender authenticity --
Goddess paradox --
Cybersexuality --
Gamer masculinity.
Responsibility: Zek Valkyrie.

Abstract:

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  Read more...

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