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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
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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 Update2021-06-01 10:59:35AM
Last Indexed2021-08-03 07:03:07AM
Novelist Primary ISBNnone

Solr Details

accelerated_reader_point_value0
accelerated_reader_reading_level0
authorValkyrie, Zek,
author_displayValkyrie, Zek
available_at_aimslibraryAims Community College - Greeley
detailed_location_aimslibraryAims 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"--
format_aimslibraryBook
format_category_aimslibraryBooks
id85b22a17-1626-e11a-7d9a-996febda81de
isbn9781440851285
9781440851292
item_details
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ils:.b6413037x.i137550509Aims Greeley CirculationGV1469.34.S52 V35 20171falsefalseOn Shelfaigci
proquestebookadams:EBC4878157EBC4878157ProQuest Ebook Central (ASU)Online ProQuest Ebook Central (ASU)eBookeBook1falsetrueProQuest Ebook Central (ASU)https://ebookcentral.proquest.com/lib/adamsstate-ebooks/detail.action?docID=4878157Available OnlineProQuest Ebook Central (ASU)
itype_aimslibrary333
last_indexed2021-08-03T13:03:07.837Z
lexile_score-1
literary_formNon Fiction
literary_form_fullNon Fiction
local_callnumber_aimslibraryGV1469.34.S52 V35 2017
local_time_since_added_aimslibrarySix Months
Year
owning_library_aimslibraryAims Community College
owning_location_aimslibraryAims Community College - Greeley
primary_isbn9781440851292
publishDate2017
record_details
Bib IdFormatFormat CategoryEditionLanguagePublisherPublication DatePhysical DescriptionAbridged
ils:.b6413037xBookBooksEnglishPraeger, an imprint of ABC-CLIO, LLC, [2017]viii, 246 pages : illustrations ; 25 cm
proquestebookadams:EBC4878157eBookeBookEnglishPraeger, 2017.1 online resource (247 pages) : illustrations
recordtypegrouped_work
scoping_details_aimslibrary
Bib IdItem IdGrouped StatusStatusLocally OwnedAvailableHoldableBookableIn Library Use OnlyLibrary OwnedHoldable PTypesBookable PTypesLocal Url
ils:.b6413037x.i137550509On ShelfOn Shelffalsetruetruefalsefalsetrue188, 189, 190, 191
subject_facetElectronic books
Video games -- Social aspects
Virtual reality
title_displayGame worlds get real : how who we are online became who we are offline
title_fullGame worlds get real : how who we are online became who we are offline / Zek Valkyrie
title_shortGame worlds get real
title_subhow who we are online became who we are offline
topic_facetSocial aspects
Video games
Virtual reality