Game Worlds Get Real: How Who We Are Online Became Who We Are Offline

Author:   Zek Valkyrie
Publisher:   Bloomsbury Publishing Plc
ISBN:  

9781440851285


Pages:   256
Publication Date:   14 July 2017
Recommended Age:   From 7 to 17 years
Format:   Hardback
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Our Price $90.00 Quantity:  
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Game Worlds Get Real: How Who We Are Online Became Who We Are Offline


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Overview

"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."

Full Product Details

Author:   Zek Valkyrie
Publisher:   Bloomsbury Publishing Plc
Imprint:   Praeger Publishers Inc
Weight:   0.595kg
ISBN:  

9781440851285


ISBN 10:   144085128
Pages:   256
Publication Date:   14 July 2017
Recommended Age:   From 7 to 17 years
Audience:   College/higher education ,  Professional and scholarly ,  Tertiary & Higher Education ,  Professional & Vocational
Format:   Hardback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

Acknowledgments 1 Frameworks and Realities 2 Gamer Identity Politics 3 Rationalization of Play 4 Stigma and Gamer Communities 5 Digital Consumption 6 Pixel Profiteers 7 Gender Authenticity 8 Goddess Paradox 9 Cybersexuality 10 Gamer Masculinity Epilogue Notes Index

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Zek Valkyrie, PhD, is an instructor of sociology at the University of Colorado, Colorado Springs (UCCS).

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