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Digital Culture, Play, and Identity A World of Warcraft Reader Hardcover MIT
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ApproximatelyAU $38.22
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“Very Good Condition”
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Located in: Birmingham, United Kingdom
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eBay item number:255437988324
Item specifics
- Condition
- Very good
- Seller notes
- “Very Good Condition”
- Country/Region of Manufacture
- United States
- Unit Quantity
- 1
- Book Title
- Digital Culture, Play, and Identity
- Educational Level
- Adult & Further Education
- Features
- Dust Jacket
- Subject
- Video Games
- Level
- Advanced
- ISBN
- 9780262516693
- EAN
- 9780262516693
- Publication Year
- 2011
- Type
- Textbook
- Format
- Paperback
- Subject Area
- Multimedia
- Language
- English
- Publication Name
- Digital Culture, Play, and Identity: a World of Warcraft (R) Reader
- Item Height
- 229mm
- Publisher
- Esther MacCallum-Stewart, Espen Aarseth, Jill Walker Rettberg, Tanya Krzywinska, Hilde G. Corneliussen, Lisbeth Klastrup, Jessica Langer, Scott Rettberg, MIT Press LTD
- Item Width
- 178mm
- Item Weight
- 612g
- Number of Pages
- 312 Pages
About this product
Product Information
Exploring World of Warcraft as both cultural phenomenon and game, with contributions by writers and researchers who have immersed themselves in the WoW gameworld. World of Warcraft is the world's most popular massively multiplayer online game (MMOG), with (as of March 2007) more than eight million active subscribers across Europe, North America, Asia, and Australia, who play the game an astonishing average of twenty hours a week. This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds. The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design-as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted. The contributors examine the ways that gameworlds reflect the real world-exploring such topics as World of Warcraft as a capitalist fairytale and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including deviant strategies perhaps not in line with the intentions of the designers; and character-both players' identification with their characters and the game's culture of naming characters. The varied perspectives of the contributors-who come from such fields as game studies, textual analysis, gender studies, and postcolonial studies-reflect the breadth and vitality of current interest in MMOGs.
Product Identifiers
Publisher
Esther MacCallum-Stewart, Espen Aarseth, Jill Walker Rettberg, Tanya Krzywinska, Hilde G. Corneliussen, Lisbeth Klastrup, Jessica Langer, Scott Rettberg, MIT Press LTD
ISBN-13
9780262516693
eBay Product ID (ePID)
179287340
Product Key Features
Subject Area
Multimedia
Publication Name
Digital Culture, Play, and Identity: a World of Warcraft (R) Reader
Format
Paperback
Language
English
Publication Year
2011
Type
Textbook
Number of Pages
312 Pages
Dimensions
Item Height
229mm
Item Width
178mm
Item Weight
612g
Additional Product Features
Series Title
The Mit Press
Topic
Games
Editor
Hilde G. Corneliussen, Jill Walker Rettberg
Country/Region of Manufacture
United States
Item description from the seller
Seller assumes all responsibility for this listing.
eBay item number:255437988324
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