You will need a library password to place items on hold and to access the library's databases off campus. To create a password, click on the Login button, above and to the right of the search box, and then the "Reset My Password" link (Aims email address required).

Quick Guide to Creating Your Library Password        Finding Your Aims ID Number

If you are unable to log in, contact the Learning Commons Technology Assistance and Computer Learning Lab at 970 339-6541. Additionally, you may also stop by any Learning Commons location.

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

Book Cover
Your Rating: 0 stars
Star rating for

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"--

Also in This Series

Copies

Location
Call Number
Status
Aims Greeley Circulation
GV1469.34.S52 V35 2017
On Shelf

More Like This

More Copies In Prospector

Loading Prospector Copies...

More Details

Language:
Unknown

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 Grouped Work

Record Information

Last Sierra Extract TimeJan 20, 2025 05:55:34 AM
Last File Modification TimeJan 20, 2025 05:55:57 AM
Last Grouped Work Modification TimeJan 20, 2025 05:55:41 AM

MARC Record

LEADER03665cam a2200493 i 4500
0011002921279
003OCoLC
00520180103132643.0
007ta ||||||||||||||||||||
008170601s2017    caua     b    001 0 eng  
010 |a 2017008541
019 |a 972943969 |a 973088839 |a 973319451 |a 973377224 |a 973514217 |a 973743635 |a 973795570 |a 973920781
020 |a 9781440851285
020 |a 144085128X
020 |a 9781440851292 |q (eISBN)
020 |a 1440851298 |q (eISBN)
035 |a (OCoLC)1002921279 |z (OCoLC)972943969 |z (OCoLC)973088839 |z (OCoLC)973319451 |z (OCoLC)973377224 |z (OCoLC)973514217 |z (OCoLC)973743635 |z (OCoLC)973795570 |z (OCoLC)973920781
039 |a 409542 |c TLC
040 |a DLC |b eng |e rda |c DLC |d BTCTA |d BDX |d YDX |d COO |d VGM |d OCLCF |d UWW |d OCLCO |d OCLCQ |d CAA
042 |a pcc
049 |a CAAA
05000 |a GV1469.34.S52 |b V35 2017
08200 |a 794.8 |2 23
1001 |a Valkyrie, Zek, |0 https://id.loc.gov/authorities/names/n2017031476 |e author.
24510 |a Game worlds get real : |b how who we are online became who we are offline / |c Zek Valkyrie.
2641 |a Santa Barbara, California : |b Praeger, an imprint of ABC-CLIO, LLC, |c [2017]
300 |a viii, 246 pages : |b illustrations ; |c 25 cm
336 |a text |b txt |2 rdacontent
337 |a unmediated |b n |2 rdamedia
338 |a volume |b nc |2 rdacarrier
504 |a Includes bibliographical references and index.
5050 |a Frameworks and realities -- Gamer identity politics -- Rationalization of play -- Stigma and gamer communities -- Digital consumption -- Pixel profiteers -- Gender authenticity -- Goddess paradox -- Cybersexuality -- Gamer masculinity.
520 |a "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"-- |c Dust jacket.
6500 |a Video games |x Social aspects. |0 https://id.loc.gov/authorities/subjects/sh2010117816
6500 |a Virtual reality. |0 https://id.loc.gov/authorities/subjects/sh92000880
907 |a .b6413037x
948 |a MARCIVE Comprehensive, in 2023.02
948 |a MARCIVE Over, 05/2021
989 |1 .i137550509 |b 190801954859 |d aigci |g - |m  |h 0 |x 0 |t 0 |i 0 |j 333 |k 210501 |o - |a GV1469.34.S52 |r V35 2017
994 |a C0 |b CAA
995 |a Loaded with m2btab.ltiac in 2023.02
995 |a Loaded with m2btab.ltiac in 2021.05
995 |a Loaded with m2btab.migrate in 2021.04
998 |e - |f eng |a ai