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

Book Cover
Average Rating
Published:
Santa Barbara, California : Praeger, an imprint of ABC-CLIO, LLC, [2017].
Format:
Book
ISBN:
9781440851285, 144085128X, 9781440851292, 1440851298
Physical Desc:
viii, 246 pages : illustrations ; 25 cm
Status:
Aims Greeley Circulation
GV1469.34.S52 V35 2017
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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Aims Greeley Circulation
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Language:
English

Notes

Bibliography
Includes bibliographical references and index.
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"--,Dust jacket.
Citations
APA Citation (style guide)

Valkyrie, Z. (2017). Game worlds get real: how who we are online became who we are offline. Santa Barbara, California, Praeger, an imprint of ABC-CLIO, LLC.

Chicago / Turabian - Author Date Citation (style guide)

Valkyrie, Zek. 2017. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline. Santa Barbara, California, Praeger, an imprint of ABC-CLIO, LLC.

Chicago / Turabian - Humanities Citation (style guide)

Valkyrie, Zek, Game Worlds Get Real: How Who We Are Online Became Who We Are Offline. Santa Barbara, California, Praeger, an imprint of ABC-CLIO, LLC, 2017.

MLA Citation (style guide)

Valkyrie, Zek. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline. Santa Barbara, California, Praeger, an imprint of ABC-CLIO, LLC, 2017.

Note! Citation formats are based on standards as of July 2022. Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy.
Staff View
Grouped Work ID:
85b22a17-1626-e11a-7d9a-996febda81de
Go To GroupedWork

Record Information

Last Sierra Extract TimeMar 22, 2024 07:43:05 PM
Last File Modification TimeMar 22, 2024 07:43:18 PM
Last Grouped Work Modification TimeMar 22, 2024 07:43:12 PM

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