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Digital Culture, Play, and Identity : A World of Warcraft® Reader.

By: Contributor(s): Material type: TextTextSeries: The MIT Press SeriesPublisher: Cambridge : MIT Press, 2008Copyright date: ©2008Edition: 1st edDescription: 1 online resource (313 pages)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9780262270847
Subject(s): Genre/Form: Additional physical formats: Print version:: Digital Culture, Play, and IdentityDDC classification:
  • 794.8
LOC classification:
  • GV1469.27.D55 2008
Online resources:
Contents:
Intro -- Contents -- Acknowledgments -- Introduction: ''Orc Professor LFG,'' or Researching in Azeroth -- 1 Corporate Ideology in World of Warcraft -- 2 ''Never Such Innocence Again'': War and Histories in World of Warcraft -- 3 World of Warcraft as a Playground for Feminism -- 4 The Familiar and the Foreign: Playing (Post)Colonialism in World of Warcraft -- 5 A Hollow World: World of Warcraft as Spatial Practice -- 6 World Creation and Lore: World of Warcraft as Rich Text -- 7 What Makes World of Warcraft a World? A Note on Death and Dying -- 8 Quests in World of Warcraft: Deferral and Repetition -- 9 Does World of Warcraft Change Everything? How a PvP Server, Multinational Playerbase, and Surveillance Mod Scene Caused Me Pause -- 10 Humans Playing World of Warcraft: or Deviant Strategies? -- 11 Role-play vs. Gameplay: The Difficulties of Playing a Role in World of Warcraft -- 12 Character Identification in World of Warcraft: The Relationship between Capacity and Appearance -- 13 Playing with Names: Gaming and Naming in World of Warcraft -- Contributors -- Glossary -- Index.
Summary: Exploring World of Warcraft as both cultural phenomenon and game, with contributions by writers and researchers who have immersed themselves in the WoW gameworld.
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Intro -- Contents -- Acknowledgments -- Introduction: ''Orc Professor LFG,'' or Researching in Azeroth -- 1 Corporate Ideology in World of Warcraft -- 2 ''Never Such Innocence Again'': War and Histories in World of Warcraft -- 3 World of Warcraft as a Playground for Feminism -- 4 The Familiar and the Foreign: Playing (Post)Colonialism in World of Warcraft -- 5 A Hollow World: World of Warcraft as Spatial Practice -- 6 World Creation and Lore: World of Warcraft as Rich Text -- 7 What Makes World of Warcraft a World? A Note on Death and Dying -- 8 Quests in World of Warcraft: Deferral and Repetition -- 9 Does World of Warcraft Change Everything? How a PvP Server, Multinational Playerbase, and Surveillance Mod Scene Caused Me Pause -- 10 Humans Playing World of Warcraft: or Deviant Strategies? -- 11 Role-play vs. Gameplay: The Difficulties of Playing a Role in World of Warcraft -- 12 Character Identification in World of Warcraft: The Relationship between Capacity and Appearance -- 13 Playing with Names: Gaming and Naming in World of Warcraft -- Contributors -- Glossary -- Index.

Exploring World of Warcraft as both cultural phenomenon and game, with contributions by writers and researchers who have immersed themselves in the WoW gameworld.

Description based on publisher supplied metadata and other sources.

Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

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