作者
Hilde G. Corneliussen, Jill Walker Rettberg
发表日期
2008
出版商
MIT Press
简介
" 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."--BOOK JACKET.
引用总数
2008200920102011201220132014201520162017201820192020202120222023202451838191832413133262621271314105
学术搜索中的文章
HG Corneliussen, JW Rettberg - A World of Warcraft Reader, Cambridge, Mass, 2008
HG Corneliussen, J Walker Rettberg - Digital Culture, Play, and Identity: A World of Warcraft …
HG Corneliussen - Digital Culture, Play, and