Game worlds get real: how who we are online became who we are offline
Author:
Publisher:
Praeger, an imprint of ABC-CLIO, LLC
Publication Date:
[2017]
Language:
English
Description
"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] presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millions of gamers. The book provides a historical review of earlier incarnations of virtual world games and culture in the late 1990s, covering the early years of popular games like EverQuest, to the soaring popularity of World of Warcraft, to the current era of the genre and its more general gaming climate. Author Zek Valkyrie--a researcher in the areas of gaming culture, digital communities, gender, sexualities, and visual sociology as well as an avid gamer himself--explores the evolution of the meaning of 'play' in the virtual game world, explains how changes in game design have reduced opportunities for social experimentation, and identifies how player types such as the gender switcher, the cybersexual, the explorer, and the trial-and-error player have been left behind in the interest of social and informational transparency"--
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ISBN:
9781440851292
9781440851285
9798216088592
9781440851285
9798216088592
Staff View
Grouping Information
Grouped Work ID | 85b22a17-1626-e11a-7d9a-996febda81de |
---|---|
Grouping Title | game worlds get real how who we are online became who we are offline |
Grouping Author | zek valkyrie |
Grouping Category | book |
Grouping Language | English (eng) |
Last Grouping Update | 2025-01-20 05:55:41AM |
Last Indexed | 2025-02-05 00:04:20AM |
Solr Fields
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0
accelerated_reader_reading_level
0
author
Valkyrie, Zek
author_display
Valkyrie, Zek
available_at_aimslibrary
Aims Community College - Greeley
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Aims Greeley Circulation
display_description
"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] presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millions of gamers. The book provides a historical review of earlier incarnations of virtual world games and culture in the late 1990s, covering the early years of popular games like EverQuest, to the soaring popularity of World of Warcraft, to the current era of the genre and its more general gaming climate. Author Zek Valkyrie--a researcher in the areas of gaming culture, digital communities, gender, sexualities, and visual sociology as well as an avid gamer himself--explores the evolution of the meaning of 'play' in the virtual game world, explains how changes in game design have reduced opportunities for social experimentation, and identifies how player types such as the gender switcher, the cybersexual, the explorer, and the trial-and-error player have been left behind in the interest of social and informational transparency"--
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Books
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85b22a17-1626-e11a-7d9a-996febda81de
isbn
9781440851285
9781440851292
9798216088592
9781440851292
9798216088592
itype_aimslibrary
General Circulating
last_indexed
2025-02-05T07:04:20.777Z
lexile_score
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literary_form
Non Fiction
literary_form_full
Non Fiction
local_callnumber_aimslibrary
GV1469.34.S52 V35 2017
owning_library_aimslibrary
Aims Community College
owning_location_aimslibrary
Aims Community College - Greeley
primary_isbn
9781440851292
publishDate
2017
publisher
Praeger, an imprint of ABC-CLIO, LLC
recordtype
grouped_work
subject_facet
Film, TV & radio
GAMES -- Board
Jeux vidéo -- Aspect social
Réalité virtuelle
Video games -- Social aspects
Virtual Reality
Virtual reality
virtual reality
GAMES -- Board
Jeux vidéo -- Aspect social
Réalité virtuelle
Video games -- Social aspects
Virtual Reality
Virtual reality
virtual reality
title_display
Game worlds get real : how who we are online became who we are offline
title_full
Game worlds get real : how who we are online became who we are offline / Zek Valkyrie
title_short
Game worlds get real
title_sub
how who we are online became who we are offline
topic_facet
Aspect social
Board
Film, TV & radio
GAMES
Jeux vidéo
Réalité virtuelle
Social aspects
Video games
Virtual Reality
Virtual reality
virtual reality
Board
Film, TV & radio
GAMES
Jeux vidéo
Réalité virtuelle
Social aspects
Video games
Virtual Reality
Virtual reality
virtual reality
Solr Details Tables
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record_details
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fortlewisebscoebooksub:ocn989520019 | eBook | eBook | English | Praeger, an imprint of ABC-CLIO, LLC | [2017] | 1 online resource (246 pages) | ||
ebscoccu:ocn989520019 | eBook | eBook | English | Praeger, an imprint of ABC-CLIO, LLC | [2017] | 1 online resource (246 pages) | ||
ils:.b6413037x | Book | Books | English | Praeger, an imprint of ABC-CLIO, LLC | [2017] | viii, 246 pages : illustrations ; 25 cm |
scoping_details_aimslibrary
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