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

Book Cover
Average Rating
Publisher:
Praeger, an imprint of ABC-CLIO, LLC
Pub. 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
Staff View

Grouping Information

Grouped Work ID85b22a17-1626-e11a-7d9a-996febda81de
Grouping Titlegame worlds get real how who we are online became who we are offline
Grouping Authorzek valkyrie
Grouping Categorybook
Grouping LanguageEnglish (eng)
Last Grouping Update2024-03-22 19:43:12PM
Last Indexed2024-04-23 01:38:20AM

Solr Fields

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Valkyrie, Zek
author_display
Valkyrie, Zek
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Aims Community College - Greeley
detailed_location_aimslibrary
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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Book
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Books
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85b22a17-1626-e11a-7d9a-996febda81de
isbn
9781440851285
9781440851292
itype_aimslibrary
General Circulating
last_indexed
2024-04-23T07:38:20.074Z
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-1
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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
Video games -- Social aspects
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
Social aspects
Video games
Virtual reality

Solr Details Tables

item_details

Bib IdItem IdShelf LocCall NumFormatFormat CategoryNum CopiesIs Order ItemIs eContenteContent SourceeContent URLDetailed StatusLast CheckinLocation
ils:.b6413037x.i137550509Aims Greeley CirculationGV1469.34.S52 V35 20171falsefalseOn Shelfaigci

record_details

Bib IdFormatFormat CategoryEditionLanguagePublisherPublication DatePhysical DescriptionAbridged
ils:.b6413037xBookBooksEnglishPraeger, an imprint of ABC-CLIO, LLC[2017]viii, 246 pages : illustrations ; 25 cm

scoping_details_aimslibrary

Bib IdItem IdGrouped StatusStatusLocally OwnedAvailableHoldableBookableIn Library Use OnlyLibrary OwnedHoldable PTypesBookable PTypesLocal Url
ils:.b6413037x.i137550509On ShelfOn Shelffalsetruetruefalsefalsetrue188, 189, 190, 191