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].
Physical Desc
viii, 246 pages : illustrations ; 25 cm
Status
SWOCC Library - Main Stacks
GV1469.34.S52 V35 2017
1 available

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SWOCC Library - Main StacksGV1469.34.S52 V35 2017Available

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Published
Santa Barbara, California : Praeger, an imprint of ABC-CLIO, LLC, [2017].
Format
Book
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"--

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Citations

APA Citation, 7th Edition (style guide)

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

Chicago / Turabian - Author Date Citation, 17th Edition (style guide)

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

Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)

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

MLA Citation, 9th Edition (style guide)

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

Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.