🎉   Please check out our new website over at books-etc.com.

Seller
Your price
£40.38
RRP: £50.00
Save £9.62 (19%)
Printed on Demand
Dispatched within 7-9 working days.

Game Worlds Get Real

How Who We Are Online Became Who We Are Offline

By (author) Zek Valkyrie
Format: Hardback
Publisher: ABC-CLIO, Westport, United States
Imprint: Praeger Publishers Inc
Published: 14th Jul 2017
Dimensions: w 156mm h 234mm d 16mm
Weight: 540g
ISBN-10: 144085128X
ISBN-13: 9781440851285
Barcode No: 9781440851285
Trade or Institutional customer? Contact us about large order quotes.
Synopsis
This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products. 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. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline 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. Explains how social rigidity in digital communities often robs these spaces of experimentation and identity play Suggests that new technologies such as virtual reality are unlikely to revolutionize the media or cause dramatic social change

New & Used

Seller Information Condition Price
-New£40.38
+ FREE UK P & P

What Reviewers Are Saying

Be the first to review this item. Submit your review now